Merge branch 'Physics' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
6cf5ed3a22
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@ -108,7 +108,7 @@ std::vector<ICustomBody*>& Octree::Sample(const Oyster::Collision3D::ICollideabl
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return updateList;
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}
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void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
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void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction )
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{
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auto object = this->mapReferences.find(customBodyRef);
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@ -128,13 +128,13 @@ void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
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}
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}
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void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction)
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void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, VisitorActionCollideable hitAction)
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{
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for(unsigned int i = 0; i<this->leafData.size(); i++)
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{
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if(this->leafData[i].container.Intersects(collideable))
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if(collideable.Intersects(this->leafData[i].container))
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{
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//hitAction(*this, tempRef, i); // @todo TODO: Add typedef to handle function calls with ICollideable
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hitAction(*this, i);
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}
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}
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}
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@ -17,7 +17,8 @@ namespace Oyster
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public:
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static const unsigned int invalid_ref;
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typedef void(*VistorAction)(Octree&, unsigned int, unsigned int);
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typedef void(*VisitorAction)(Octree&, unsigned int, unsigned int);
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typedef void(*VisitorActionCollideable)(Octree&, unsigned int);
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struct Data
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{
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@ -51,8 +52,8 @@ namespace Oyster
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std::vector<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList);
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std::vector<ICustomBody*>& Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector<ICustomBody*>& updateList);
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void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
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void Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction );
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void Visit(ICustomBody* customBodyRef, VisitorAction hitAction );
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void Visit(const Oyster::Collision3D::ICollideable& collideable, VisitorActionCollideable hitAction );
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ICustomBody* GetCustomBody(const unsigned int tempRef);
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@ -268,6 +268,11 @@ void API_Impl::RemoveGravity( const API::Gravity &g )
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}
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}
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void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void(hitAction)(Octree&, unsigned int) )
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{
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this->worldScene.Visit(collideable, hitAction);
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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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//{
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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@ -35,6 +35,8 @@ namespace Oyster
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void AddGravity( const API::Gravity &g );
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void RemoveGravity( const API::Gravity &g );
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void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void(hitAction)(Octree&, unsigned int) );
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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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|
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@ -101,7 +101,8 @@ SimpleRigidBody::State SimpleRigidBody::GetState() const
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this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
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this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
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this->rigid.centerPos, this->rigid.axis,
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this->rigid.momentum_Linear, this->rigid.momentum_Angular );
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this->rigid.momentum_Linear, this->rigid.momentum_Angular,
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this->rigid.gravityNormal );
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}
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SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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@ -110,7 +111,8 @@ SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targ
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this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
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this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
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this->rigid.centerPos, this->rigid.axis,
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this->rigid.momentum_Linear, this->rigid.momentum_Angular );
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this->rigid.momentum_Linear, this->rigid.momentum_Angular,
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this->rigid.gravityNormal );
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}
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||||
|
||||
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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||||
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@ -127,6 +129,7 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
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this->rigid.SetMass_KeepMomentum( state.GetMass() );
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this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
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||||
this->rigid.gravityNormal = state.GetGravityNormal();
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||||
|
||||
if( state.IsForwarded() )
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||||
{
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||||
|
@ -333,6 +336,7 @@ void SimpleRigidBody::SetGravity( bool ignore)
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void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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||||
{
|
||||
this->gravityNormal = normalizedVector;
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||||
this->rigid.gravityNormal = Float4( this->gravityNormal, 0 );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetCustomTag( void *ref )
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||||
|
|
|
@ -16,6 +16,7 @@ namespace Oyster
|
|||
{
|
||||
class API;
|
||||
class ICustomBody;
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||||
class Octree;
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||||
|
||||
namespace Struct
|
||||
{
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||||
|
@ -136,6 +137,8 @@ namespace Oyster
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|||
********************************************************/
|
||||
virtual void RemoveGravity( const API::Gravity &g ) = 0;
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||||
|
||||
virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void(hitAction)(Octree&, unsigned int) ) = 0;
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||||
|
||||
///********************************************************
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||||
// * Apply force on an object.
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// * @param objRef: A pointer to the ICustomBody representing a physical object.
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@ -235,6 +238,7 @@ namespace Oyster
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};
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||||
|
||||
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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typedef void (*EventAction_CollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
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||||
typedef void (*EventAction_Move)( const ICustomBody *object );
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typedef Struct::SimpleBodyDescription SimpleBodyDescription;
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typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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|
|
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@ -16,6 +16,9 @@ namespace Oyster
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this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
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this->size = ::Oyster::Math::Float4( 1.0f );
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this->mass = 12.0f;
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this->restitutionCoeff = 1.0f;
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this->frictionCoeff_Dynamic = 0.5f;
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this->frictionCoeff_Static = 0.5f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription_onCollision = NULL;
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this->subscription_onMovement = NULL;
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@ -28,12 +31,15 @@ namespace Oyster
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this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->restitutionCoeff = 1.0f;
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this->frictionCoeff_Dynamic = 0.5f;
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this->frictionCoeff_Static = 0.5f;
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this->subscription_onCollision = NULL;
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this->subscription_onMovement = NULL;
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||||
this->ignoreGravity = false;
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||||
}
|
||||
|
||||
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, 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 )
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||||
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, 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, const ::Oyster::Math::Float4 &gravityNormal )
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||||
{
|
||||
this->mass = mass;
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this->restitutionCoeff = restitutionCoeff;
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||||
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@ -48,6 +54,7 @@ namespace Oyster
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this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null;
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this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null;
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this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false;
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this->gravityNormal = gravityNormal;
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}
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inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
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@ -69,6 +76,7 @@ namespace Oyster
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this->isSpatiallyAltered = state.isSpatiallyAltered;
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this->isDisturbed = state.isDisturbed;
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this->isForwarded = state.isForwarded;
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this->gravityNormal = state.gravityNormal;
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return *this;
|
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}
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@ -177,6 +185,11 @@ namespace Oyster
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return this->deltaAxis;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetGravityNormal() const
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{
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return this->gravityNormal;
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}
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inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
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{
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this->mass = m;
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@ -279,6 +292,11 @@ namespace Oyster
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this->isDisturbed = true;
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}
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inline void CustomBodyState::SetGravityNormal( const ::Oyster::Math::Float4 &gravityNormal )
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{
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this->gravityNormal = gravityNormal;
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}
|
||||
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inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float4 &angularAxis )
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{
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this->angularAxis += angularAxis;
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|
|
|
@ -14,6 +14,9 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float4 centerPosition;
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::Oyster::Math::Float4 size;
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::Oyster::Math::Float mass;
|
||||
::Oyster::Math::Float restitutionCoeff;
|
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::Oyster::Math::Float frictionCoeff_Static;
|
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::Oyster::Math::Float frictionCoeff_Dynamic;
|
||||
::Oyster::Math::Float4x4 inertiaTensor;
|
||||
::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
|
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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|
@ -28,6 +31,9 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float4 centerPosition;
|
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::Oyster::Math::Float radius;
|
||||
::Oyster::Math::Float mass;
|
||||
::Oyster::Math::Float restitutionCoeff;
|
||||
::Oyster::Math::Float frictionCoeff_Static;
|
||||
::Oyster::Math::Float frictionCoeff_Dynamic;
|
||||
::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
|
||||
::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
|
||||
bool ignoreGravity;
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||||
|
@ -47,7 +53,8 @@ namespace Oyster { namespace Physics
|
|||
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 );
|
||||
const ::Oyster::Math::Float4 &angularMomentum = ::Oyster::Math::Float4::null,
|
||||
const ::Oyster::Math::Float4 &gravityNormal = ::Oyster::Math::Float4::null);
|
||||
|
||||
CustomBodyState & operator = ( const CustomBodyState &state );
|
||||
|
||||
|
@ -72,6 +79,7 @@ namespace Oyster { namespace Physics
|
|||
const ::Oyster::Math::Float4 & GetAngularImpulse() const;
|
||||
const ::Oyster::Math::Float4 & GetForward_DeltaPos() const;
|
||||
const ::Oyster::Math::Float4 & GetForward_DeltaAxis() const;
|
||||
const ::Oyster::Math::Float4 & GetGravityNormal() const;
|
||||
|
||||
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
|
||||
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
|
||||
|
@ -89,6 +97,7 @@ namespace Oyster { namespace Physics
|
|||
void SetAngularMomentum( const ::Oyster::Math::Float4 &h );
|
||||
void SetLinearImpulse( const ::Oyster::Math::Float4 &j );
|
||||
void SetAngularImpulse( const ::Oyster::Math::Float4 &j );
|
||||
void SetGravityNormal( const ::Oyster::Math::Float4 &gravityNormal );
|
||||
|
||||
void AddRotation( const ::Oyster::Math::Float4 &angularAxis );
|
||||
void AddTranslation( const ::Oyster::Math::Float4 &deltaPos );
|
||||
|
@ -109,6 +118,7 @@ namespace Oyster { namespace Physics
|
|||
::Oyster::Math::Float4 linearMomentum, angularMomentum;
|
||||
::Oyster::Math::Float4 linearImpulse, angularImpulse;
|
||||
::Oyster::Math::Float4 deltaPos, deltaAxis; // Forwarding data sum
|
||||
::Oyster::Math::Float4 gravityNormal;
|
||||
|
||||
bool isSpatiallyAltered, isDisturbed, isForwarded;
|
||||
};
|
||||
|
|
|
@ -327,6 +327,10 @@ namespace Utility
|
|||
inline ValueType Min( const ValueType &valueA, const ValueType &valueB )
|
||||
{ return valueA < valueB ? valueA : valueB; }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max )
|
||||
{ return value < min ? Max( value, max ) : min; }
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Average( const ValueType &valueA, const ValueType &valueB )
|
||||
{ return (valueA + valueB) * 0.5f; }
|
||||
|
|
|
@ -146,6 +146,64 @@ namespace LinearAlgebra
|
|||
targetMem = out * (in.GetAdjoint() /= d);
|
||||
return true;
|
||||
}
|
||||
|
||||
/********************************************************************
|
||||
* Linear Interpolation
|
||||
* @return start * (1-t) + end * t
|
||||
********************************************************************/
|
||||
template<typename PointType, typename ScalarType>
|
||||
inline PointType Lerp( const PointType &start, const PointType &end, const ScalarType &t )
|
||||
{
|
||||
return end * t + start * ( 1 - t );
|
||||
}
|
||||
|
||||
/********************************************************************
|
||||
* Normalized Linear Interpolation
|
||||
* @return nullvector if Lerp( start, end, t ) is nullvector.
|
||||
********************************************************************/
|
||||
template<typename ScalarType>
|
||||
inline Vector2<ScalarType> Nlerp( const Vector2<ScalarType> &start, const Vector2<ScalarType> &end, const ScalarType &t )
|
||||
{
|
||||
Vector2<ScalarType> output = Lerp( start, end, t );
|
||||
ScalarType magnitudeSquared = output.Dot( output );
|
||||
if( magnitudeSquared != 0 )
|
||||
{
|
||||
return output /= (ScalarType)::std::sqrt( magnitudeSquared );
|
||||
}
|
||||
return output; // error: returning nullvector
|
||||
}
|
||||
|
||||
/********************************************************************
|
||||
* Normalized Linear Interpolation
|
||||
* @return nullvector if Lerp( start, end, t ) is nullvector.
|
||||
********************************************************************/
|
||||
template<typename ScalarType>
|
||||
inline Vector3<ScalarType> Nlerp( const Vector3<ScalarType> &start, const Vector3<ScalarType> &end, const ScalarType &t )
|
||||
{
|
||||
Vector3<ScalarType> output = Lerp( start, end, t );
|
||||
ScalarType magnitudeSquared = output.Dot( output );
|
||||
if( magnitudeSquared != 0 )
|
||||
{
|
||||
return output /= (ScalarType)::std::sqrt( magnitudeSquared );
|
||||
}
|
||||
return output; // error: returning nullvector
|
||||
}
|
||||
|
||||
/********************************************************************
|
||||
* Normalized Linear Interpolation
|
||||
* @return nullvector if Lerp( start, end, t ) is nullvector.
|
||||
********************************************************************/
|
||||
template<typename ScalarType>
|
||||
inline Vector4<ScalarType> Nlerp( const Vector4<ScalarType> &start, const Vector4<ScalarType> &end, const ScalarType &t )
|
||||
{
|
||||
Vector4<ScalarType> output = Lerp( start, end, t );
|
||||
ScalarType magnitudeSquared = output.Dot( output );
|
||||
if( magnitudeSquared != 0 )
|
||||
{
|
||||
return output /= (ScalarType)::std::sqrt( magnitudeSquared );
|
||||
}
|
||||
return output; // error: returning nullvector
|
||||
}
|
||||
}
|
||||
|
||||
namespace LinearAlgebra2D
|
||||
|
@ -668,6 +726,36 @@ namespace LinearAlgebra3D
|
|||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector4<ScalarType> NormalProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
|
||||
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & SnapAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
|
||||
{
|
||||
ScalarType projectedMagnitude = rotation.v[0].Dot( normalizedAxis );
|
||||
if( projectedMagnitude == 1 )
|
||||
{ // infinite possible solutions -> roadtrip!
|
||||
::LinearAlgebra::Vector4<ScalarType> interpolated = ::LinearAlgebra::Nlerp( rotation.v[1], normalizedAxis, (ScalarType)0.5f );
|
||||
|
||||
// interpolated.Dot( interpolated ) == 0 should be impossible at this point
|
||||
projectedMagnitude = rotation.v[0].Dot( interpolated );
|
||||
rotation.v[0] -= projectedMagnitude * interpolated;
|
||||
rotation.v[0].Normalize();
|
||||
projectedMagnitude = rotation.v[0].Dot( normalizedAxis );
|
||||
}
|
||||
rotation.v[0] -= projectedMagnitude * normalizedAxis;
|
||||
rotation.v[0].Normalize();
|
||||
rotation.v[1] = normalizedAxis;
|
||||
rotation.v[2].xyz = rotation.v[0].xyz.Cross( rotation.v[1].xyz );
|
||||
return rotation;
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis, ScalarType t )
|
||||
{
|
||||
::LinearAlgebra::Vector4<ScalarType> interpolated = ::LinearAlgebra::Nlerp( rotation.v[1], normalizedAxis, t );
|
||||
if( interpolated.Dot(interpolated) == 0 )
|
||||
return rotation; // return no change
|
||||
return SnapAxisYToNormal_UsingNlerp( rotation, interpolated );
|
||||
}
|
||||
}
|
||||
|
||||
#include "Utilities.h"
|
||||
|
|
|
@ -45,6 +45,18 @@ namespace Oyster { namespace Math //! Oyster's native math library
|
|||
//! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
|
||||
//! Returns false if there is no explicit solution.
|
||||
bool SuperpositionMatrix( const Float4x4 &in, const Float4x4 &out, Float4x4 &targetMem );
|
||||
|
||||
/********************************************************************
|
||||
* Linear Interpolation
|
||||
* @return start * (1-t) + end * t
|
||||
********************************************************************/
|
||||
using ::LinearAlgebra::Lerp;
|
||||
|
||||
/********************************************************************
|
||||
* Normalized Linear Interpolation
|
||||
* @return nullvector if Lerp( start, end, t ) is nullvector.
|
||||
********************************************************************/
|
||||
using ::LinearAlgebra::Nlerp;
|
||||
} }
|
||||
|
||||
inline ::Oyster::Math::Float2 & operator *= ( ::Oyster::Math::Float2 &left, const ::Oyster::Math::Float2 &right )
|
||||
|
@ -328,6 +340,9 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
|
|||
//! Helper inline function that sets and then returns targetMem = transformer * transformee
|
||||
inline Float4 & TransformVector( const Float4x4 &transformer, const Float4 &transformee, Float4 &targetMem = Float4() )
|
||||
{ return targetMem = transformer * transformee; }
|
||||
|
||||
using ::LinearAlgebra3D::SnapAxisYToNormal_UsingNlerp;
|
||||
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -20,7 +20,8 @@ namespace Oyster { namespace Physics3D
|
|||
momentum_Linear, //!< The linear momentum G (kg*m/s).
|
||||
momentum_Angular, //!< The angular momentum H (Nm*s) around an parallell axis.
|
||||
impulse_Linear, //!< The linear impulse sum Jl (kg*m/s) that will be consumed each update.
|
||||
impulse_Angular; //!< The angular impulse sum Ja (kg*m^2/s) that will be consumed each update.
|
||||
impulse_Angular, //!< The angular impulse sum Ja (kg*m^2/s) that will be consumed each update.
|
||||
gravityNormal;
|
||||
::Oyster::Math::Float restitutionCoeff, //!<
|
||||
frictionCoeff_Static, //!<
|
||||
frictionCoeff_Kinetic; //!<
|
||||
|
|
Loading…
Reference in New Issue