diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj
index 797fdb2c..f3a87a2a 100644
--- a/Code/GamePhysics/GamePhysics.vcxproj
+++ b/Code/GamePhysics/GamePhysics.vcxproj
@@ -145,7 +145,11 @@
-
+
+
+
+
+
diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters
index b8f7f1a0..07661556 100644
--- a/Code/GamePhysics/GamePhysics.vcxproj.filters
+++ b/Code/GamePhysics/GamePhysics.vcxproj.filters
@@ -16,16 +16,21 @@
{f2cb55b8-47a0-45c7-8dce-5b93f945a57b}
-
- {cac9a78f-f09b-4850-b1aa-ea87e8368678}
-
{792daa4b-b2f7-4664-9529-71a929365274}
-
+
Header Files\Include
+
+ Header Files\Implementation
+
+
+
+
+ Source Files
+
\ No newline at end of file
diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp
new file mode 100644
index 00000000..09d0b1b5
--- /dev/null
+++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp
@@ -0,0 +1,63 @@
+#include "PhysicsAPI_Impl.h"
+
+using namespace Oyster;
+using namespace Physics;
+
+API_Impl instance;
+
+API & Instance()
+{
+ return instance;
+}
+
+API_Impl::API_Impl()
+{
+ /** @todo TODO: Fix this constructor.*/
+}
+
+API_Impl::~API_Impl()
+{
+ /** @todo TODO: Fix this destructor.*/
+}
+
+void API_Impl::SetDeltaTime( float deltaTime )
+{
+ /** @todo TODO: Fix this function.*/
+}
+void API_Impl::SetGravityConstant( float g )
+{
+ /** @todo TODO: Fix this function.*/
+}
+void API_Impl::SetAction( EventAction_Collision functionPointer )
+{
+ /** @todo TODO: Fix this function.*/
+}
+void API_Impl::SetAction( EventAction_Destruction functionPointer )
+{
+ /** @todo TODO: Fix this function.*/
+}
+
+void API_Impl::Update()
+{
+ /** @todo TODO: Fix this function.*/
+}
+
+void API_Impl::MoveToLimbo( unsigned int objRef )
+{
+ /** @todo TODO: Fix this function.*/
+}
+void API_Impl::ReleaseFromLimbo( unsigned int objRef )
+{
+ /** @todo TODO: Fix this function.*/
+}
+
+unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer handle )
+{
+ /** @todo TODO: Fix this function.*/
+
+ return 0;
+}
+void API_Impl::DestroyObject( unsigned int objRef )
+{
+ /** @todo TODO: Fix this function.*/
+}
\ No newline at end of file
diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h
new file mode 100644
index 00000000..445080b5
--- /dev/null
+++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h
@@ -0,0 +1,34 @@
+#ifndef PHYSICS_API_IMPL_H
+#define PHYSICS_API_IMPL_H
+
+#include "../PhysicsAPI.h"
+
+namespace Oyster
+{
+ namespace Physics
+ {
+ class API_Impl : public API
+ {
+ public:
+ API_Impl();
+ virtual ~API_Impl();
+
+ void SetDeltaTime( float deltaTime );
+ void SetGravityConstant( float g );
+ void SetAction( EventAction_Collision functionPointer );
+ void SetAction( EventAction_Destruction functionPointer );
+
+ void Update();
+
+ void MoveToLimbo( unsigned int objRef );
+ void ReleaseFromLimbo( unsigned int objRef );
+
+ unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer handle );
+ void DestroyObject( unsigned int objRef );
+ };
+
+ }
+
+}
+
+#endif
\ No newline at end of file
diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h
new file mode 100644
index 00000000..d9ae0a59
--- /dev/null
+++ b/Code/GamePhysics/PhysicsAPI.h
@@ -0,0 +1,76 @@
+#ifndef PHYSICS_API_H
+#define PHYSICS_API_H
+
+#include "OysterCollision3D.h"
+#include "OysterMath.h"
+#include "Utilities.h"
+
+namespace Oyster
+{
+ namespace Physics
+ {
+ class API;
+ class IRigidBody;
+ class IParticle;
+
+ enum UpdateState
+ {
+ resting,
+ altered
+ };
+
+ namespace Constant
+ {
+ const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
+ }
+
+ class API
+ {
+ public:
+ typedef void (*EventAction_Collision)( unsigned int, unsigned int );
+ typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer );
+
+ static API & Instance();
+
+ virtual void SetDeltaTime( float deltaTime ) = 0;
+ virtual void SetGravityConstant( float g ) = 0;
+ virtual void SetAction( EventAction_Collision functionPointer ) = 0;
+ virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
+
+ virtual void Update() = 0;
+
+ virtual bool IsInLimbo( unsigned int objRef ) = 0;
+ virtual void MoveToLimbo( unsigned int objRef ) = 0;
+ virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
+
+ virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer handle ) = 0;
+ virtual ::Utility::DynamicMemory::UniquePointer ExtractObject( unsigned int objRef ) = 0;
+ virtual void DestroyObject( unsigned int objRef ) = 0;
+ };
+
+ class IRigidBody
+ {
+ public:
+ virtual ~IRigidBody() {};
+
+ virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
+
+ virtual bool IsSubscribingCollisions() const = 0;
+ virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
+
+ virtual unsigned int GetReference() const = 0;
+ virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
+ virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
+ };
+
+ class IParticle
+ {
+ public:
+
+ };
+ }
+
+ namespace Collision
+ {}
+}
+#endif
\ No newline at end of file
diff --git a/Code/OysterMath/LinearMath.h b/Code/OysterMath/LinearMath.h
index 4a036e99..ba427bb6 100644
--- a/Code/OysterMath/LinearMath.h
+++ b/Code/OysterMath/LinearMath.h
@@ -161,6 +161,32 @@ namespace LinearAlgebra2D
return targetMem = ::LinearAlgebra::Matrix3x3( c,-s, 0, s, c, 0, 0, 0, 1 );
}
+ template
+ inline ::LinearAlgebra::Matrix2x2 & InverseRotationMatrix( const ::LinearAlgebra::Matrix2x2 &rotationMatrix )
+ {
+ return rotationMatrix.GetTranspose();
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix3x3 & InverseRotationMatrix( const ::LinearAlgebra::Matrix3x3 &rotationMatrix )
+ {
+ return rotationMatrix.GetTranspose();
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix3x3 OrientationMatrix( const ::LinearAlgebra::Matrix2x2 &rotation, const ::LinearAlgebra::Vector2 &translation )
+ {
+ return ::LinearAlgebra::Matrix3x3( ::LinearAlgebra::Vector3(rotation.v[0], 0),
+ ::LinearAlgebra::Vector3(rotation.v[1], 0),
+ ::LinearAlgebra::Vector3(translation, 1) );
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix3x3 OrientationMatrix( const ::LinearAlgebra::Matrix3x3 &rotation, const ::LinearAlgebra::Vector2 &translation )
+ {
+ return ::LinearAlgebra::Matrix3x3( rotation.v[0], rotation.v[1], ::LinearAlgebra::Vector3(translation, 1) );
+ }
+
template
inline ::LinearAlgebra::Matrix3x3 & OrientationMatrix( const ScalarType &radian, const ::LinearAlgebra::Vector2 &position, ::LinearAlgebra::Matrix3x3 &targetMem = ::LinearAlgebra::Matrix3x3() )
{
@@ -197,6 +223,12 @@ namespace LinearAlgebra2D
orientationMatrix.m12, orientationMatrix.m22, -orientationMatrix.v[1].xy.Dot(orientationMatrix.v[2].xy),
0, 0, 1 );
}
+
+ template
+ inline ::LinearAlgebra::Matrix3x3 ExtractRotationMatrix( const ::LinearAlgebra::Matrix3x3 &orientationMatrix )
+ {
+ return ::LinearAlgebra::Matrix3x3( orientationMatrix.v[0], orientationMatrix.v[1], ::LinearAlgebra::Vector3::standard_unit_z );
+ }
}
namespace LinearAlgebra3D
@@ -283,6 +315,33 @@ namespace LinearAlgebra3D
return targetMem;
}
+ template
+ inline ::LinearAlgebra::Matrix3x3 & InverseRotationMatrix( const ::LinearAlgebra::Matrix3x3 &rotationMatrix )
+ {
+ return rotationMatrix.GetTranspose();
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix4x4 & InverseRotationMatrix( const ::LinearAlgebra::Matrix4x4 &rotationMatrix )
+ {
+ return rotationMatrix.GetTranspose();
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix4x4 OrientationMatrix( const ::LinearAlgebra::Matrix3x3 &rotation, const ::LinearAlgebra::Vector3 &translation )
+ {
+ return ::LinearAlgebra::Matrix4x4( ::LinearAlgebra::Vector4(rotation.v[0], 0),
+ ::LinearAlgebra::Vector4(rotation.v[1], 0),
+ ::LinearAlgebra::Vector4(rotation.v[2], 0),
+ ::LinearAlgebra::Vector4(translation, 1) );
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix4x4 OrientationMatrix( const ::LinearAlgebra::Matrix4x4 &rotation, const ::LinearAlgebra::Vector3 &translation )
+ {
+ return ::LinearAlgebra::Matrix4x4( rotation.v[0], rotation.v[1], rotation.v[2], ::LinearAlgebra::Vector4(translation, 1) );
+ }
+
template
::LinearAlgebra::Matrix4x4 & OrientationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &deltaRadian, const ::LinearAlgebra::Vector3 &sumTranslation, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() )
{ /** @todo TODO: not tested */
@@ -327,6 +386,23 @@ namespace LinearAlgebra3D
return targetMem;
}
+ template
+ inline ::LinearAlgebra::Matrix4x4 OrientationMatrix_LookAtDirection( const ::LinearAlgebra::Vector3 &normalizedDirection, const ::LinearAlgebra::Vector3 &normalizedUpVector, const ::LinearAlgebra::Vector3 &worldPos )
+ { // Righthanded system! Forward is considered to be along negative z axis. Up is considered along positive y axis.
+ ::LinearAlgebra::Vector3 right = normalizedDirection.Cross( normalizedUpVector ).GetNormalized();
+ return ::LinearAlgebra::Matrix4x4( ::LinearAlgebra::Vector4( right, 0.0f ),
+ ::LinearAlgebra::Vector4( right.Cross( normalizedDirection ), 0.0f ),
+ ::LinearAlgebra::Vector4( -normalizedDirection, 0.0f ),
+ ::LinearAlgebra::Vector4( worldPos, 1.0f ) );
+ }
+
+ template
+ inline ::LinearAlgebra::Matrix4x4 OrientationMatrix_LookAtPos( const ::LinearAlgebra::Vector3 &worldLookAt, const ::LinearAlgebra::Vector3 &normalizedUpVector, const ::LinearAlgebra::Vector3 &worldPos )
+ { // Righthanded system! Forward is considered to be along negative z axis. Up is considered along positive y axis.
+ ::LinearAlgebra::Vector3 direction = ( worldLookAt - worldPos ).GetNormalized();
+ return OrientationMatrix_LookAtDirection( direction, normalizedUpVector, worldPos );
+ }
+
template
inline ::LinearAlgebra::Matrix4x4 & InverseOrientationMatrix( const ::LinearAlgebra::Matrix4x4 &orientationMatrix, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() )
{
@@ -349,6 +425,12 @@ namespace LinearAlgebra3D
return orientationMatrix;
}
+ template
+ inline ::LinearAlgebra::Matrix4x4 ExtractRotationMatrix( const ::LinearAlgebra::Matrix4x4 &orientationMatrix )
+ {
+ return ::LinearAlgebra::Matrix4x4( orientationMatrix.v[0], orientationMatrix.v[1], orientationMatrix.v[2], ::LinearAlgebra::Vector4::standard_unit_w );
+ }
+
/* Creates an orthographic projection matrix designed for DirectX enviroment.
width; of the projection sample volume.
height; of the projection sample volume.
@@ -390,6 +472,10 @@ namespace LinearAlgebra3D
template
inline ::LinearAlgebra::Vector3 VectorProjection( const ::LinearAlgebra::Vector3 &vector, const ::LinearAlgebra::Vector3 &axis )
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
+
+ template
+ inline ::LinearAlgebra::Vector3 NormalProjection( const ::LinearAlgebra::Vector3 &vector, const ::LinearAlgebra::Vector3 &normalizedAxis )
+ { return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
}
#include "Utilities.h"
diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp
index 84b46b7b..35df5975 100644
--- a/Code/OysterMath/OysterMath.cpp
+++ b/Code/OysterMath/OysterMath.cpp
@@ -32,18 +32,51 @@ namespace Oyster { namespace Math2D
Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem )
{ return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); }
+
+ Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra2D::InverseRotationMatrix( rotation );
+ }
+
+ Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra2D::InverseRotationMatrix( rotation );
+ }
+
+ Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra2D::OrientationMatrix( rotation, translation );
+ }
+
+ Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra2D::OrientationMatrix( rotation, translation );
+ }
Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem )
- { return ::LinearAlgebra2D::OrientationMatrix( radian, position, targetMem ); }
+ {
+ return ::LinearAlgebra2D::OrientationMatrix( radian, position, targetMem );
+ }
Float3x3 & OrientationMatrix( const Float2 &position, const Float2 &lookAt, Float3x3 &targetMem )
- { return ::LinearAlgebra2D::OrientationMatrix( lookAt, position, targetMem ); }
+ {
+ return ::LinearAlgebra2D::OrientationMatrix( lookAt, position, targetMem );
+ }
Float3x3 & OrientationMatrix( const Float2 &position, Float radian, const Float2 &localCenterOfRotation, Float3x3 &targetMem )
- { return ::LinearAlgebra2D::OrientationMatrix( radian, position, localCenterOfRotation, targetMem ); }
+ {
+ return ::LinearAlgebra2D::OrientationMatrix( radian, position, localCenterOfRotation, targetMem );
+ }
Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem )
- { return ::LinearAlgebra2D::InverseOrientationMatrix( orientationMatrix, targetMem ); }
+ {
+ return ::LinearAlgebra2D::InverseOrientationMatrix( orientationMatrix, targetMem );
+ }
+
+ Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra2D::ExtractRotationMatrix( orientation );
+ }
} }
namespace Oyster { namespace Math3D
@@ -62,30 +95,84 @@ namespace Oyster { namespace Math3D
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); }
+
+ Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
+ }
+
+ Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
+ }
+
+ Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::OrientationMatrix( rotation, translation );
+ }
+
+ Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::OrientationMatrix( rotation, translation );
+ }
Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem )
- { return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem ); }
+ {
+ return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem );
+ }
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, Float4x4 &targetMem )
- { return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, targetMem ); }
+ {
+ return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, targetMem );
+ }
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 ¢erOfMass, Float4x4 &targetMem )
- { return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, centerOfMass, targetMem ); }
+ {
+ return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, centerOfMass, targetMem );
+ }
+
+ Float4x4 & OrientationMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos );
+ }
+
+ Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
+ }
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
- { return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem ); }
+ {
+ return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
+ }
Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix )
- { return ::LinearAlgebra3D::UpdateOrientationMatrix( deltaPosition, deltaRotationMatrix, orientationMatrix ); }
+ {
+ return ::LinearAlgebra3D::UpdateOrientationMatrix( deltaPosition, deltaRotationMatrix, orientationMatrix );
+ }
+
+ Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem )
+ {
+ return targetMem = ::LinearAlgebra3D::ExtractRotationMatrix( orientation );
+ }
Float4x4 & ProjectionMatrix_Orthographic( const Float &width, const Float &height, const Float &nearClip, const Float &farClip, Float4x4 &targetMem )
- { return ::LinearAlgebra3D::ProjectionMatrix_Orthographic( width, height, nearClip, farClip, targetMem ); }
+ {
+ return ::LinearAlgebra3D::ProjectionMatrix_Orthographic( width, height, nearClip, farClip, targetMem );
+ }
Float4x4 & ProjectionMatrix_Perspective( const Float &verticalFoV, const Float &aspectRatio, const Float &nearClip, const Float &farClip, Float4x4 &targetMem )
- { return ::LinearAlgebra3D::ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, targetMem ); }
+ {
+ return ::LinearAlgebra3D::ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, targetMem );
+ }
Float3 VectorProjection( const Float3 &vector, const Float3 &axis )
{
return ::LinearAlgebra3D::VectorProjection( vector, axis );
}
+
+ Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis )
+ {
+ return ::LinearAlgebra3D::NormalProjection( vector, normalizedAxis );
+ }
} }
\ No newline at end of file
diff --git a/Code/OysterMath/OysterMath.h b/Code/OysterMath/OysterMath.h
index 07ae50d3..125fd29d 100644
--- a/Code/OysterMath/OysterMath.h
+++ b/Code/OysterMath/OysterMath.h
@@ -114,6 +114,18 @@ namespace Oyster { namespace Math2D /// Oyster's native math library specialized
/// Sets and returns targetMem as a counterclockwise rotationMatrix
Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem = Float3x3() );
+ /// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
+ Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem = Float2x2() );
+
+ /// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
+ Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
+
+ /// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
+ Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
+
+ /// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
+ Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
+
/// Sets and returns targetMem as an orientation Matrix with position as translation and radian rotation
Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem = Float3x3() );
@@ -126,6 +138,9 @@ namespace Oyster { namespace Math2D /// Oyster's native math library specialized
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem = Float3x3() );
+
+ /// Returns targetmem after writing the rotation data from orientation, into it.
+ Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem = Float3x3() );
} }
namespace Oyster { namespace Math3D /// Oyster's native math library specialized for 3D
@@ -148,6 +163,18 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
/// Please make sure normalizedAxis is normalized.
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() );
+ /// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
+ Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
+
+ /// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
+ Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem = Float4x4() );
+
+ /// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
+ Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
+
+ /// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
+ Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
+
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param normalizedAxis: The normalized vector parallell with the rotationAxis.
@@ -180,6 +207,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 ¢erOfMass, Float4x4 &targetMem = Float4x4() );
+ //! @todo TODO: Add documentation and not tested
+ Float4x4 & OrientationMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
+
+ //! @todo TODO: Add documentation and not tested
+ Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
+
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
@@ -187,6 +220,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
// O1 = T1 * T0 * R1 * R0
Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix );
+ /// Returns targetmem after writing the rotation data from orientation, into it.
+ Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem = Float4x4() );
+
/*******************************************************************
* Creates an orthographic projection matrix designed for DirectX enviroment.
* @param width; of the projection sample volume.
@@ -214,14 +250,21 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
/// returns the component vector of vector that is parallell with axis
Float3 VectorProjection( const Float3 &vector, const Float3 &axis );
+ /// returns the component vector of vector that is parallell with axis. Faster than VectorProjection.
+ Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis );
+
/// Helper inline function that sets and then returns targetMem = projection * view
inline Float4x4 & ViewProjectionMatrix( const Float4x4 &view, const Float4x4 &projection, Float4x4 &targetMem = Float4x4() )
{ return targetMem = projection * view; }
- /// Helper inline function that sets and then returns targetMem = transformer * transformee
- inline Float4x4 & TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee, Float4x4 &targetMem = Float4x4() )
+ /** Helper inline function that sets and then returns targetMem = transformer * transformee */
+ inline Float4x4 & TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee, Float4x4 &targetMem )
{ return targetMem = transformer * transformee; }
+ /** Helper inline function that sets and then returns transformer * transformee */
+ inline Float4x4 TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee )
+ { return transformer * transformee; }
+
/// 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; }
diff --git a/Code/OysterPhysics3D/Box.cpp b/Code/OysterPhysics3D/Box.cpp
index a20b8195..ba97c5c5 100644
--- a/Code/OysterPhysics3D/Box.cpp
+++ b/Code/OysterPhysics3D/Box.cpp
@@ -8,19 +8,28 @@
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
-Box::Box( ) : ICollideable(Type_box), orientation(Float4x4::identity), boundingOffset() {}
-Box::Box( const Float4x4 &o, const Float3 &s ) : ICollideable(Type_box), orientation(o), boundingOffset(s*0.5) {}
+Box::Box( )
+ : ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
+{}
+
+Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
+ : ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
+{}
+
Box::~Box( ) {}
Box & Box::operator = ( const Box &box )
{
- this->orientation = box.orientation;
+ this->rotation = box.rotation;
+ this->center = box.center;
this->boundingOffset = box.boundingOffset;
return *this;
}
::Utility::DynamicMemory::UniquePointer Box::Clone( ) const
-{ return ::Utility::DynamicMemory::UniquePointer( new Box(*this) ); }
+{
+ return ::Utility::DynamicMemory::UniquePointer( new Box(*this) );
+}
bool Box::Intersects( const ICollideable *target ) const
{
@@ -31,10 +40,10 @@ bool Box::Intersects( const ICollideable *target ) const
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
- case Type_triangle: return false; // TODO: :
+ // case Type_triangle: return false; // TODO: :
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
case Type_box: return Utility::Intersect( *this, *(Box*)target );
- case Type_frustrum: return false; // TODO: :
+ // case Type_frustrum: return false; // TODO: :
default: return false;
}
}
@@ -44,11 +53,11 @@ bool Box::Contains( const ICollideable *target ) const
switch( target->type )
{
case Type_point: return Utility::Intersect( *this, *(Point*)target );
- case Type_sphere: return false; // TODO:
- case Type_triangle: return false; // TODO:
- case Type_box_axis_aligned: return false; // TODO:
- case Type_box: return false; // TODO:
- case Type_frustrum: return false; // TODO:
+ // case Type_sphere: return false; // TODO:
+ // case Type_triangle: return false; // TODO:
+ // case Type_box_axis_aligned: return false; // TODO:
+ // case Type_box: return false; // TODO:
+ // case Type_frustrum: return false; // TODO:
default: return false;
}
}
\ No newline at end of file
diff --git a/Code/OysterPhysics3D/Box.h b/Code/OysterPhysics3D/Box.h
index 034639d0..ee46d6b6 100644
--- a/Code/OysterPhysics3D/Box.h
+++ b/Code/OysterPhysics3D/Box.h
@@ -16,19 +16,18 @@ namespace Oyster { namespace Collision3D
public:
union
{
- struct{ ::Oyster::Math::Float4x4 orientation; ::Oyster::Math::Float3 boundingOffset; };
+ struct{ ::Oyster::Math::Float4x4 rotation; ::Oyster::Math::Float3 center, boundingOffset; };
struct
{
::Oyster::Math::Float3 xAxis; ::Oyster::Math::Float paddingA;
::Oyster::Math::Float3 yAxis; ::Oyster::Math::Float paddingB;
::Oyster::Math::Float3 zAxis; ::Oyster::Math::Float paddingC;
- ::Oyster::Math::Float3 center;
};
- char byte[sizeof(::Oyster::Math::Float4x4) + sizeof(::Oyster::Math::Float3)];
+ char byte[sizeof(::Oyster::Math::Float4x4) + 2*sizeof(::Oyster::Math::Float3)];
};
Box( );
- Box( const ::Oyster::Math::Float4x4 &orientation, const ::Oyster::Math::Float3 &size );
+ Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &size );
virtual ~Box( );
Box & operator = ( const Box &box );
diff --git a/Code/OysterPhysics3D/BoxAxisAligned.cpp b/Code/OysterPhysics3D/BoxAxisAligned.cpp
index c782ed25..04bc53f1 100644
--- a/Code/OysterPhysics3D/BoxAxisAligned.cpp
+++ b/Code/OysterPhysics3D/BoxAxisAligned.cpp
@@ -33,10 +33,10 @@ bool BoxAxisAligned::Intersects( const ICollideable *target ) const
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
- case Type_triangle: return false; // TODO:
+ // case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
- case Type_box: return false; // TODO:
- case Type_frustrum: return false; // TODO:
+ // case Type_box: return false; // TODO:
+ // case Type_frustrum: return false; // TODO:
default: return false;
}
}
@@ -45,12 +45,12 @@ bool BoxAxisAligned::Contains( const ICollideable *target ) const
{
switch( target->type )
{
- case Type_point: return false; // TODO:
- case Type_sphere: return false; // TODO:
- case Type_triangle: return false; // TODO:
- case Type_box_axis_aligned: return false; // TODO:
- case Type_box: return false; // TODO:
- case Type_frustrum: return false; // TODO:
+ // case Type_point: return false; // TODO:
+ // case Type_sphere: return false; // TODO:
+ // case Type_triangle: return false; // TODO:
+ // case Type_box_axis_aligned: return false; // TODO:
+ // case Type_box: return false; // TODO:
+ // case Type_frustrum: return false; // TODO:
default: return false;
}
}
\ No newline at end of file
diff --git a/Code/OysterPhysics3D/Frustrum.cpp b/Code/OysterPhysics3D/Frustrum.cpp
index e4da0ce9..9e45f579 100644
--- a/Code/OysterPhysics3D/Frustrum.cpp
+++ b/Code/OysterPhysics3D/Frustrum.cpp
@@ -200,11 +200,11 @@ bool Frustrum::Intersects( const ICollideable *target ) const
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)target );
- case Type_triangle: return false; // TODO:
+ // case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)target );
case Type_box: return Utility::Intersect( *this, *(Box*)target );
case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)target );
- case Type_line: return false; // TODO:
+ // case Type_line: return false; // TODO:
default: return false;
}
}
@@ -214,14 +214,14 @@ bool Frustrum::Contains( const ICollideable *target ) const
switch( target->type )
{
case Type_point: return Utility::Intersect( *this, *(Point*)target );
- case Type_ray: return false; // TODO:
- case Type_sphere: return false; // TODO:
- case Type_plane: return false; // TODO:
- case Type_triangle: return false; // TODO:
- case Type_box_axis_aligned: return false; // TODO:
- case Type_box: return false; // TODO:
- case Type_frustrum: return false; // TODO:
- case Type_line: return false; // TODO:
+ // case Type_ray: return false; // TODO:
+ // case Type_sphere: return false; // TODO:
+ // case Type_plane: return false; // TODO:
+ // case Type_triangle: return false; // TODO:
+ // case Type_box_axis_aligned: return false; // TODO:
+ // case Type_box: return false; // TODO:
+ // case Type_frustrum: return false; // TODO:
+ // case Type_line: return false; // TODO:
default: return false;
}
}
\ No newline at end of file
diff --git a/Code/OysterPhysics3D/ICollideable.h b/Code/OysterPhysics3D/ICollideable.h
index aa6c7891..4b620506 100644
--- a/Code/OysterPhysics3D/ICollideable.h
+++ b/Code/OysterPhysics3D/ICollideable.h
@@ -21,7 +21,7 @@ namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes
Type_ray,
Type_sphere,
Type_plane,
- Type_triangle,
+ // Type_triangle,
Type_box_axis_aligned,
Type_box,
Type_frustrum,
diff --git a/Code/OysterPhysics3D/OysterCollision3D.cpp b/Code/OysterPhysics3D/OysterCollision3D.cpp
index 5cb5a1bc..131cad62 100644
--- a/Code/OysterPhysics3D/OysterCollision3D.cpp
+++ b/Code/OysterPhysics3D/OysterCollision3D.cpp
@@ -6,7 +6,8 @@
#include "Utilities.h"
#include
-using namespace Oyster::Math3D;
+using namespace ::Oyster::Math3D;
+using namespace ::Utility::Value;
namespace Oyster { namespace Collision3D { namespace Utility
{
@@ -19,13 +20,13 @@ namespace Oyster { namespace Collision3D { namespace Utility
// Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture
inline bool EqualsZero( const Float &value )
{ // by Dan Andersson
- return ::Utility::Value::Abs( value ) < epsilon;
+ return Abs( value ) < epsilon;
}
// Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture
inline bool NotEqualsZero( const Float &value )
{ // by Dan Andersson
- return ::Utility::Value::Abs( value ) > epsilon;
+ return Abs( value ) > epsilon;
}
// returns true if miss/reject
@@ -39,8 +40,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
t2 = e - boundingOffset;
t1 /= f; t2 /= f;
if( t1 > t2 ) ::Utility::Element::Swap( t1, t2 );
- tMin = ::Utility::Value::Max( tMin, t1 );
- tMax = ::Utility::Value::Min( tMax, t2 );
+ tMin = Max( tMin, t1 );
+ tMax = Min( tMax, t2 );
if( tMin > tMax ) return true;
if( tMax < 0.0f ) return true;
}
@@ -65,101 +66,140 @@ namespace Oyster { namespace Collision3D { namespace Utility
{ // by Dan Andersson
Float3 c = (box.maxVertex + box.minVertex) * 0.5f, // box.Center
h = (box.maxVertex - box.minVertex) * 0.5f; // box.halfSize
- boxExtend = h.x * ::Utility::Value::Abs(plane.normal.x); // Box max extending towards plane
- boxExtend += h.y * ::Utility::Value::Abs(plane.normal.y);
- boxExtend += h.z * ::Utility::Value::Abs(plane.normal.z);
+ boxExtend = h.x * Abs(plane.normal.x); // Box max extending towards plane
+ boxExtend += h.y * Abs(plane.normal.y);
+ boxExtend += h.z * Abs(plane.normal.z);
centerDistance = c.Dot(plane.normal) + plane.phasing; // distance between box center and plane
}
void Compare( Float &boxExtend, Float ¢erDistance, const Plane &plane, const Box &box )
{ // by Dan Andersson
- boxExtend = box.boundingOffset.x * ::Utility::Value::Abs(plane.normal.Dot(box.orientation.v[0].xyz)); // Box max extending towards plane
- boxExtend += box.boundingOffset.y * ::Utility::Value::Abs(plane.normal.Dot(box.orientation.v[1].xyz));
- boxExtend += box.boundingOffset.z * ::Utility::Value::Abs(plane.normal.Dot(box.orientation.v[2].xyz));
+ boxExtend = box.boundingOffset.x * Abs(plane.normal.Dot(box.xAxis)); // Box max extending towards plane
+ boxExtend += box.boundingOffset.y * Abs(plane.normal.Dot(box.yAxis));
+ boxExtend += box.boundingOffset.z * Abs(plane.normal.Dot(box.zAxis));
- centerDistance = box.orientation.v[3].xyz.Dot(plane.normal) + plane.phasing; // distance between box center and plane
+ centerDistance = box.center.Dot(plane.normal) + plane.phasing; // distance between box center and plane
}
- bool FifteenAxisVsAlignedAxisOverlappingChecks( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &orientationB )
- { // by Dan Andersson
- Float4x4 absOrientationB;
- {
- Float4x4 tO = orientationB.GetTranspose();
- absOrientationB.v[0] = ::Utility::Value::Abs(tO.v[0]);
- if( absOrientationB.v[0].w > boundingOffsetA.x + boundingOffsetB.Dot(absOrientationB.v[0].xyz) ) return false;
- absOrientationB.v[1] = ::Utility::Value::Abs(tO.v[1]);
- if( absOrientationB.v[1].w > boundingOffsetA.y + boundingOffsetB.Dot(absOrientationB.v[1].xyz) ) return false;
- absOrientationB.v[2] = ::Utility::Value::Abs(tO.v[2]);
- if( absOrientationB.v[2].w > boundingOffsetA.z + boundingOffsetB.Dot(absOrientationB.v[2].xyz) ) return false;
+ bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float3 &worldOffset )
+ { // by Dan Andersson
+
+ /*****************************************************************
+ * Uses the Seperating Axis Theorem
+ * if( |t dot s| > hA dot |s * RA| + hB dot |s * RB| ) then not intersecting
+ * |t dot s| > hA dot |s| + hB dot |s * RB| .. as RA = I
+ *
+ * t: objectB's offset from objectA [worldOffset]
+ * s: current comparison axis
+ * hA: boundingReach vector of objectA. Only absolute values is assumed. [boundingOffsetA]
+ * hB: boundingReach vector of objectB. Only absolute values is assumed. [boundingOffsetB]
+ * RA: rotation matrix of objectA. Is identity matrix here, thus omitted.
+ * RB: rotation matrix of objectB. Is transformed into objectA's view at this point. [rotationB]
+ *
+ * Note: s * RB = (RB^T * s)^T = (RB^-1 * s)^T .... vector == vector^T
+ *****************************************************************/
+
+ Float4x4 absRotationB = Abs(rotationB);
+ Float3 absWorldOffset = Abs(worldOffset); // |t|: [absWorldOffset]
+
+ // s = { 1, 0, 0 } [ RA.v[0] ]
+ if( absWorldOffset.x > boundingOffsetA.x + boundingOffsetB.Dot(Float3(absRotationB.v[0].x, absRotationB.v[1].x, absRotationB.v[2].x)) )
+ { // |t dot s| > hA dot |s| + hB dot |s * RB| -->> t.x > hA.x + hB dot |{RB.v[0].x, RB.v[1].x, RB.v[2].x}|
+ return false;
}
- absOrientationB.Transpose();
- if( ::Utility::Value::Abs(orientationB.v[3].Dot(orientationB.v[0])) > boundingOffsetB.x + boundingOffsetA.Dot(absOrientationB.v[0].xyz) ) return false;
- if( ::Utility::Value::Abs(orientationB.v[3].Dot(orientationB.v[1])) > boundingOffsetB.x + boundingOffsetA.Dot(absOrientationB.v[1].xyz) ) return false;
- if( ::Utility::Value::Abs(orientationB.v[3].Dot(orientationB.v[2])) > boundingOffsetB.x + boundingOffsetA.Dot(absOrientationB.v[2].xyz) ) return false;
+ // s = { 0, 1, 0 } [ RA.v[1] ]
+ if( absWorldOffset.y > boundingOffsetA.y + boundingOffsetB.Dot(Float3(absRotationB.v[0].y, absRotationB.v[1].y, absRotationB.v[2].y)) )
+ { // t.y > hA.y + hB dot |{RB.v[0].y, RB.v[1].y, RB.v[2].y}|
+ return false;
+ }
+
+ // s = { 0, 0, 1 } [ RA.v[2] ]
+ if( absWorldOffset.z > boundingOffsetA.z + boundingOffsetB.Dot(Float3(absRotationB.v[0].z, absRotationB.v[1].z, absRotationB.v[2].z)) )
+ { // t.z > hA.z + hB dot |{RB.v[0].z, RB.v[1].z, RB.v[2].z}|
+ return false;
+ }
+
+ // s = RB.v[0].xyz
+ if( Abs(worldOffset.Dot(rotationB.v[0].xyz)) > boundingOffsetA.Dot(absRotationB.v[0].xyz) + boundingOffsetB.x )
+ { // |t dot s| > hA dot |s| + hB dot |s * RB| -->> |t dot s| > hA dot |s| + hB dot |{1, 0, 0}| -->> |t dot s| > hA dot |s| + hB.x
+ return false;
+ }
+
+ // s = RB.v[1].xyz
+ if( Abs(worldOffset.Dot(rotationB.v[1].xyz)) > boundingOffsetA.Dot(absRotationB.v[1].xyz) + boundingOffsetB.y )
+ { // |t dot s| > hA dot |s| + hB.y
+ return false;
+ }
+
+ // s = RB.v[2].xyz
+ if( Abs(worldOffset.Dot(rotationB.v[2].xyz)) > boundingOffsetA.Dot(absRotationB.v[2].xyz) + boundingOffsetB.z )
+ { // |t dot s| > hA dot |s| + hB.z
+ return false;
+ }
+
+ // s = ( 1,0,0 ) x rotationB.v[0].xyz:
+ Float d = boundingOffsetA.y * absRotationB.v[0].z;
+ d += boundingOffsetA.z * absRotationB.v[0].y;
+ d += boundingOffsetB.y * absRotationB.v[2].x;
+ d += boundingOffsetB.z * absRotationB.v[1].x;
+ if( Abs(worldOffset.z*rotationB.v[0].y - worldOffset.y*rotationB.v[0].z) > d ) return false;
+
+ // s = ( 1,0,0 ) x rotationB.v[1].xyz:
+ d = boundingOffsetA.y * absRotationB.v[1].z;
+ d += boundingOffsetA.z * absRotationB.v[1].y;
+ d += boundingOffsetB.x * absRotationB.v[2].x;
+ d += boundingOffsetB.z * absRotationB.v[0].x;
+ if( Abs(worldOffset.z*rotationB.v[1].y - worldOffset.y*rotationB.v[1].z) > d ) return false;
+
+ // s = ( 1,0,0 ) x rotationB.v[2].xyz:
+ d = boundingOffsetA.y * absRotationB.v[2].z;
+ d += boundingOffsetA.z * absRotationB.v[2].y;
+ d += boundingOffsetB.x * absRotationB.v[1].x;
+ d += boundingOffsetB.y * absRotationB.v[0].x;
+ if( Abs(worldOffset.z*rotationB.v[2].y - worldOffset.y*rotationB.v[2].z) > d ) return false;
+
+ // s = ( 0,1,0 ) x rotationB.v[0].xyz:
+ d = boundingOffsetA.x * absRotationB.v[0].z;
+ d += boundingOffsetA.z * absRotationB.v[0].x;
+ d += boundingOffsetB.y * absRotationB.v[2].y;
+ d += boundingOffsetB.z * absRotationB.v[1].y;
+ if( Abs(worldOffset.x*rotationB.v[0].z - worldOffset.z*rotationB.v[0].x) > d ) return false;
- // ( 1,0,0 ) x orientationB.v[0].xyz:
- Float d = boundingOffsetA.y * absOrientationB.v[0].z;
- d += boundingOffsetA.z * absOrientationB.v[0].y;
- d += boundingOffsetB.y * absOrientationB.v[2].x;
- d += boundingOffsetB.z * absOrientationB.v[1].x;
- if( ::Utility::Value::Abs(orientationB.v[3].z*orientationB.v[0].y - orientationB.v[3].y*orientationB.v[0].z) > d ) return false;
+ // s = ( 0,1,0 ) x rotationB.v[1].xyz:
+ d = boundingOffsetA.x * absRotationB.v[1].z;
+ d += boundingOffsetA.z * absRotationB.v[1].x;
+ d += boundingOffsetB.x * absRotationB.v[2].y;
+ d += boundingOffsetB.z * absRotationB.v[0].y;
+ if( Abs(worldOffset.x*rotationB.v[1].z - worldOffset.z*rotationB.v[1].x) > d ) return false;
- // ( 1,0,0 ) x orientationB.v[1].xyz:
- d = boundingOffsetA.y * absOrientationB.v[1].z;
- d += boundingOffsetA.z * absOrientationB.v[1].y;
- d += boundingOffsetB.x * absOrientationB.v[2].x;
- d += boundingOffsetB.z * absOrientationB.v[0].x;
- if( ::Utility::Value::Abs(orientationB.v[3].z*orientationB.v[1].y - orientationB.v[3].y*orientationB.v[1].z) > d ) return false;
+ // s = ( 0,1,0 ) x rotationB.v[2].xyz:
+ d = boundingOffsetA.x * absRotationB.v[2].z;
+ d += boundingOffsetA.z * absRotationB.v[2].x;
+ d += boundingOffsetB.x * absRotationB.v[1].y;
+ d += boundingOffsetB.y * absRotationB.v[0].y;
+ if( Abs(worldOffset.x*rotationB.v[2].z - worldOffset.z*rotationB.v[2].x) > d ) return false;
- // ( 1,0,0 ) x orientationB.v[2].xyz:
- d = boundingOffsetA.y * absOrientationB.v[2].z;
- d += boundingOffsetA.z * absOrientationB.v[2].y;
- d += boundingOffsetB.x * absOrientationB.v[1].x;
- d += boundingOffsetB.y * absOrientationB.v[0].x;
- if( ::Utility::Value::Abs(orientationB.v[3].z*orientationB.v[2].y - orientationB.v[3].y*orientationB.v[2].z) > d ) return false;
+ // s = ( 0,0,1 ) x rotationB.v[0].xyz:
+ d = boundingOffsetA.x * absRotationB.v[0].y;
+ d += boundingOffsetA.y * absRotationB.v[0].x;
+ d += boundingOffsetB.y * absRotationB.v[2].z;
+ d += boundingOffsetB.z * absRotationB.v[1].z;
+ if( Abs(worldOffset.y*rotationB.v[0].x - worldOffset.x*rotationB.v[0].y) > d ) return false;
- // ( 0,1,0 ) x orientationB.v[0].xyz:
- d = boundingOffsetA.x * absOrientationB.v[0].z;
- d += boundingOffsetA.z * absOrientationB.v[0].x;
- d += boundingOffsetB.y * absOrientationB.v[2].y;
- d += boundingOffsetB.z * absOrientationB.v[1].y;
- if( ::Utility::Value::Abs(orientationB.v[3].x*orientationB.v[0].z - orientationB.v[3].z*orientationB.v[0].x) > d ) return false;
-
- // ( 0,1,0 ) x orientationB.v[1].xyz:
- d = boundingOffsetA.x * absOrientationB.v[1].z;
- d += boundingOffsetA.z * absOrientationB.v[1].x;
- d += boundingOffsetB.x * absOrientationB.v[2].y;
- d += boundingOffsetB.z * absOrientationB.v[0].y;
- if( ::Utility::Value::Abs(orientationB.v[3].x*orientationB.v[1].z - orientationB.v[3].z*orientationB.v[1].x) > d ) return false;
+ // s = ( 0,0,1 ) x rotationB.v[1].xyz:
+ d = boundingOffsetA.x * absRotationB.v[1].y;
+ d += boundingOffsetA.y * absRotationB.v[1].x;
+ d += boundingOffsetB.x * absRotationB.v[2].z;
+ d += boundingOffsetB.z * absRotationB.v[0].z;
+ if( Abs(worldOffset.y*rotationB.v[1].x - worldOffset.x*rotationB.v[1].y) > d ) return false;
- // ( 0,1,0 ) x orientationB.v[2].xyz:
- d = boundingOffsetA.x * absOrientationB.v[2].z;
- d += boundingOffsetA.z * absOrientationB.v[2].x;
- d += boundingOffsetB.x * absOrientationB.v[1].y;
- d += boundingOffsetB.y * absOrientationB.v[0].y;
- if( ::Utility::Value::Abs(orientationB.v[3].x*orientationB.v[2].z - orientationB.v[3].z*orientationB.v[2].x) > d ) return false;
-
- // ( 0,0,1 ) x orientationB.v[0].xyz:
- d = boundingOffsetA.x * absOrientationB.v[0].y;
- d += boundingOffsetA.y * absOrientationB.v[0].x;
- d += boundingOffsetB.y * absOrientationB.v[2].z;
- d += boundingOffsetB.z * absOrientationB.v[1].z;
- if( ::Utility::Value::Abs(orientationB.v[3].y*orientationB.v[0].x - orientationB.v[3].x*orientationB.v[0].y) > d ) return false;
-
- // ( 0,0,1 ) x orientationB.v[1].xyz:
- d = boundingOffsetA.x * absOrientationB.v[1].y;
- d += boundingOffsetA.y * absOrientationB.v[1].x;
- d += boundingOffsetB.x * absOrientationB.v[2].z;
- d += boundingOffsetB.z * absOrientationB.v[0].z;
- if( ::Utility::Value::Abs(orientationB.v[3].y*orientationB.v[1].x - orientationB.v[3].x*orientationB.v[1].y) > d ) return false;
-
- // ( 0,0,1 ) x orientationB.v[2].xyz:
- d = boundingOffsetA.x * absOrientationB.v[2].y;
- d += boundingOffsetA.y * absOrientationB.v[2].x;
- d += boundingOffsetB.x * absOrientationB.v[1].z;
- d += boundingOffsetB.y * absOrientationB.v[0].z;
- if( ::Utility::Value::Abs(orientationB.v[3].y*orientationB.v[2].x - orientationB.v[3].x*orientationB.v[2].y) > d ) return false;
+ // s = ( 0,0,1 ) x rotationB.v[2].xyz:
+ d = boundingOffsetA.x * absRotationB.v[2].y;
+ d += boundingOffsetA.y * absRotationB.v[2].x;
+ d += boundingOffsetB.x * absRotationB.v[1].z;
+ d += boundingOffsetB.y * absRotationB.v[0].z;
+ if( Abs(worldOffset.y*rotationB.v[2].x - worldOffset.x*rotationB.v[2].y) > d ) return false;
return true;
}
@@ -353,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
bool Intersect( const BoxAxisAligned &box, const Sphere &sphere )
{ // by Dan Andersson
- Float3 e = ::Utility::Value::Max( box.minVertex - sphere.center, Float3::null );
- e += ::Utility::Value::Max( sphere.center - box.maxVertex, Float3::null );
+ Float3 e = Max( box.minVertex - sphere.center, Float3::null );
+ e += Max( sphere.center - box.maxVertex, Float3::null );
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
return true;
@@ -385,17 +425,17 @@ namespace Oyster { namespace Collision3D { namespace Utility
bool Intersect( const Box &box, const Point &point )
{ // by Dan Andersson
- Float3 dPos = point.center - box.orientation.v[3].xyz;
+ Float3 dPos = point.center - box.center;
- Float coordinate = dPos.Dot( box.orientation.v[0].xyz );
+ Float coordinate = dPos.Dot( box.xAxis );
if( coordinate > box.boundingOffset.x ) return false;
if( coordinate < -box.boundingOffset.x ) return false;
- coordinate = dPos.Dot( box.orientation.v[1].xyz );
+ coordinate = dPos.Dot( box.yAxis );
if( coordinate > box.boundingOffset.y ) return false;
if( coordinate < -box.boundingOffset.y ) return false;
- coordinate = dPos.Dot( box.orientation.v[2].xyz );
+ coordinate = dPos.Dot( box.zAxis );
if( coordinate > box.boundingOffset.z ) return false;
if( coordinate < -box.boundingOffset.z ) return false;
@@ -419,11 +459,11 @@ namespace Oyster { namespace Collision3D { namespace Utility
bool Intersect( const Box &box, const Sphere &sphere )
{ // by Dan Andersson
- Float3 e = sphere.center - box.orientation.v[3].xyz,
- centerL = Float3( e.Dot(box.orientation.v[0].xyz), e.Dot(box.orientation.v[1].xyz), e.Dot(box.orientation.v[2].xyz) );
+ Float3 e = sphere.center - box.center,
+ centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) );
- e = ::Utility::Value::Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null );
- e += ::Utility::Value::Max( centerL - box.boundingOffset, Float3::null );
+ e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null );
+ e += Max( centerL - box.boundingOffset, Float3::null );
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
return true;
@@ -440,20 +480,20 @@ namespace Oyster { namespace Collision3D { namespace Utility
bool Intersect( const Box &boxA, const BoxAxisAligned &boxB )
{ // by Dan Andersson
- Float3 alignedOffsetBoundaries = boxB.maxVertex - boxB.minVertex;
- Float4x4 translated = boxA.orientation;
- translated.v[3].xyz -= boxB.minVertex;
- translated.v[3].xyz += alignedOffsetBoundaries * 0.5f;
- alignedOffsetBoundaries = ::Utility::Value::Abs(alignedOffsetBoundaries);
- return Private::FifteenAxisVsAlignedAxisOverlappingChecks( alignedOffsetBoundaries, boxA.boundingOffset, translated );
+ Float3 alignedOffsetBoundaries = (boxB.maxVertex - boxB.minVertex) * 0.5f,
+ offset = boxA.center - Average( boxB.minVertex, boxB.maxVertex );
+ return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( alignedOffsetBoundaries, boxA.boundingOffset, boxA.rotation, offset );
}
bool Intersect( const Box &boxA, const Box &boxB )
{ // by Dan Andersson
- Float4x4 M;
- InverseOrientationMatrix( boxA.orientation, M );
- TransformMatrix( M, boxB.orientation, M ); /// TODO: not verified
- return Private::FifteenAxisVsAlignedAxisOverlappingChecks( boxA.boundingOffset, boxB.boundingOffset, M );
+ Float4x4 orientationA = OrientationMatrix(boxA.rotation, boxA.center),
+ orientationB = OrientationMatrix(boxB.rotation, boxB.center),
+ invOrientationA = InverseOrientationMatrix( orientationA );
+
+ orientationB = TransformMatrix( invOrientationA, orientationB );
+
+ return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( boxA.boundingOffset, boxB.boundingOffset, ExtractRotationMatrix(orientationB), orientationB.v[3].xyz );
}
bool Intersect( const Frustrum &frustrum, const Point &point )
@@ -490,37 +530,37 @@ namespace Oyster { namespace Collision3D { namespace Utility
if( Intersect(frustrum.leftPlane, ray, distance) )
{
intersected = true;
- connectDistance = ::Utility::Value::Min( connectDistance, distance );
+ connectDistance = Min( connectDistance, distance );
}
if( Intersect(frustrum.rightPlane, ray, distance) )
{
intersected = true;
- connectDistance = ::Utility::Value::Min( connectDistance, distance );
+ connectDistance = Min( connectDistance, distance );
}
if( Intersect(frustrum.bottomPlane, ray, distance) )
{
intersected = true;
- connectDistance = ::Utility::Value::Min( connectDistance, distance );
+ connectDistance = Min( connectDistance, distance );
}
if( Intersect(frustrum.topPlane, ray, distance) )
{
intersected = true;
- connectDistance = ::Utility::Value::Min( connectDistance, distance );
+ connectDistance = Min( connectDistance, distance );
}
if( Intersect(frustrum.nearPlane, ray, distance) )
{
intersected = true;
- connectDistance = ::Utility::Value::Min( connectDistance, distance );
+ connectDistance = Min( connectDistance, distance );
}
if( Intersect(frustrum.farPlane, ray, distance) )
{
intersected = true;
- connectDistance = ::Utility::Value::Min( connectDistance, distance );
+ connectDistance = Min( connectDistance, distance );
}
if( intersected ) return true;
diff --git a/Code/OysterPhysics3D/OysterPhysics3D.h b/Code/OysterPhysics3D/OysterPhysics3D.h
index a5d58c0b..ca9948a8 100644
--- a/Code/OysterPhysics3D/OysterPhysics3D.h
+++ b/Code/OysterPhysics3D/OysterPhysics3D.h
@@ -49,7 +49,7 @@ namespace Oyster { namespace Physics3D
}
/******************************************************************
- * Returns the local angular momentum of a mass in rotation.
+ * Returns the world angular momentum of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity )
@@ -58,39 +58,39 @@ namespace Oyster { namespace Physics3D
}
/******************************************************************
- * Returns the local angular momentum of a mass in rotation.
+ * Returns the world angular momentum of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &offset )
+ inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &worldOffset )
{
- return offset.Cross( linearMomentum );
+ return worldOffset.Cross( linearMomentum );
}
/******************************************************************
- * Returns the local tangential momentum at localPos, of a mass in rotation.
+ * Returns the world tangential momentum at worldPos, of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &localOffset )
+ inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
{
- return angularMomentum.Cross( localOffset );
+ return angularMomentum.Cross( worldOffset );
}
/******************************************************************
- * Returns the local tangential momentum at localPos, of a mass in rotation.
+ * Returns the world tangential momentum at worldPos, of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &localOffset )
+ inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
{
- return TangentialLinearMomentum( AngularMomentum(momentOfInertia, angularVelocity), localOffset );
+ return TangentialLinearMomentum( AngularMomentum(momentOfInertia, angularVelocity), worldOffset );
}
/******************************************************************
- * Returns the local impulse force at localPos, of a mass in angular acceleration.
+ * Returns the world impulse force at worldPos, of a mass in angular acceleration.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &localOffset )
+ inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &worldOffset )
{
- return impulseTorque.Cross( localOffset );
+ return impulseTorque.Cross( worldOffset );
}
/******************************************************************
@@ -106,22 +106,22 @@ namespace Oyster { namespace Physics3D
*
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 AngularImpulseAcceleration( const ::Oyster::Math::Float3 &linearImpulseAcceleration, const ::Oyster::Math::Float3 &offset )
+ inline ::Oyster::Math::Float3 AngularImpulseAcceleration( const ::Oyster::Math::Float3 &linearImpulseAcceleration, const ::Oyster::Math::Float3 &worldOffset )
{
- return offset.Cross( linearImpulseAcceleration );
+ return worldOffset.Cross( linearImpulseAcceleration );
}
/******************************************************************
- * Returns the local impulse acceleration at localPos, of a mass in angular acceleration.
+ * Returns the world impulse acceleration at ( worldOffset = worldPos - body's center of gravity ), of a mass in angular acceleration.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 TangentialImpulseAcceleration( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &localOffset )
+ inline ::Oyster::Math::Float3 TangentialImpulseAcceleration( const ::Oyster::Math::Float4x4 &worldMomentOfInertiaInversed, const ::Oyster::Math::Float3 &worldImpulseTorque, const ::Oyster::Math::Float3 &worldOffset )
{
- return AngularImpulseAcceleration( momentOfInertiaInversed, impulseTorque ).Cross( localOffset );
+ return AngularImpulseAcceleration( worldMomentOfInertiaInversed, worldImpulseTorque ).Cross( worldOffset );
}
/******************************************************************
- * Returns the local angular velocity of a mass in rotation.
+ * Returns the world angular velocity of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 AngularVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum )
@@ -130,21 +130,30 @@ namespace Oyster { namespace Physics3D
}
/******************************************************************
- * Returns the local tangential velocity at localPos, of a mass in rotation.
+ * Returns the world angular velocity of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &offset )
+ inline ::Oyster::Math::Float3 AngularVelocity( const ::Oyster::Math::Float3 &linearVelocity, const ::Oyster::Math::Float3 &worldOffset )
{
- return angularVelocity.Cross( offset );
+ return worldOffset.Cross( linearVelocity );
}
/******************************************************************
- * Returns the local tangential velocity at localPos, of a mass in rotation.
+ * Returns the world tangential velocity at worldPos, of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &offset )
+ inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
{
- return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), offset );
+ return angularVelocity.Cross( worldOffset );
+ }
+
+ /******************************************************************
+ * Returns the world tangential velocity at worldPos, of a mass in rotation.
+ * @todo TODO: improve doc
+ ******************************************************************/
+ inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
+ {
+ return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), worldOffset );
}
/******************************************************************
@@ -169,9 +178,9 @@ namespace Oyster { namespace Physics3D
*
* @todo TODO: improve doc
******************************************************************/
- inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &offset )
+ inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &worldOffset )
{
- return offset.Cross( impulseForce );
+ return worldOffset.Cross( impulseForce );
}
/******************************************************************
@@ -183,6 +192,12 @@ namespace Oyster { namespace Physics3D
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
{ /// Library of Formulas to calculate moment of inerta for simple shapes
/** @todo TODO: add MomentOfInertia tensor formulas */
diff --git a/Code/OysterPhysics3D/RigidBody.cpp b/Code/OysterPhysics3D/RigidBody.cpp
index fff6b994..214a1aee 100644
--- a/Code/OysterPhysics3D/RigidBody.cpp
+++ b/Code/OysterPhysics3D/RigidBody.cpp
@@ -39,20 +39,21 @@ RigidBody & RigidBody::operator = ( const RigidBody &body )
void RigidBody::Update_LeapFrog( Float deltaTime )
{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
+ // Important! The member data is all world data except the Inertia tensor. Thus a new InertiaTensor needs to be created to be compatible with the rest of the world data.
+ Float4x4 wMomentOfInertiaTensor = TransformMatrix( this->box.rotation, this->momentOfInertiaTensor ); // RI
+
// updating the linear
- // dv = dt * a = dt * F / m
- // ds = dt * avg_v
- Float3 deltaLinearVelocity = this->impulseForceSum;
- deltaLinearVelocity *= (deltaTime / this->mass);
- Float3 deltaPos = deltaTime * ::Utility::Value::AverageWithDelta( Formula::LinearVelocity(this->mass, this->linearMomentum), deltaLinearVelocity );
+ // dG = F * dt
+ // ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
+ Float3 linearImpulse = this->impulseForceSum * deltaTime; // aka deltaLinearMomentum
+ Float3 deltaPos = ( deltaTime / this->mass ) * ::Utility::Value::AverageWithDelta( this->linearMomentum, linearImpulse );
// updating the angular
- // dw = dt * a = dt * ( I^-1 * T )
- // rotation = dt * avg_w
- Float4x4 inversedMomentOfInertiaTensor = this->momentOfInertiaTensor.GetInverse();
- Float3 deltaAngularVelocity = Formula::AngularImpulseAcceleration( inversedMomentOfInertiaTensor, this->impulseTorqueSum ); // I^-1 * T
- deltaAngularVelocity *= deltaTime;
- Float3 rotationAxis = ::Utility::Value::AverageWithDelta( Formula::AngularVelocity(inversedMomentOfInertiaTensor,this->angularMomentum), deltaAngularVelocity );
+ // dH = T * dt
+ // dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
+ Float3 angularImpulse = this->impulseTorqueSum * deltaTime; // aka deltaAngularMomentum
+ Float3 rotationAxis = Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(),
+ ::Utility::Value::AverageWithDelta(this->angularMomentum, angularImpulse) );
Float deltaRadian = rotationAxis.Dot( rotationAxis );
if( deltaRadian != 0.0f )
@@ -60,95 +61,72 @@ void RigidBody::Update_LeapFrog( Float deltaTime )
deltaRadian = ::std::sqrt( deltaRadian );
rotationAxis /= deltaRadian;
- // using rotationAxis, deltaRadian and deltaPos to create a matrix to update the orientation matrix
- UpdateOrientationMatrix( deltaPos, RotationMatrix(deltaRadian, rotationAxis), this->box.orientation );
-
- /** @todo TODO: ISSUE! how is momentOfInertiaTensor related to the orientation of the RigidBody? */
+ // using rotationAxis, deltaRadian and deltaPos to create a matrix to update the box
+ this->box.center += deltaPos;
+ TransformMatrix( RotationMatrix(deltaRadian, rotationAxis), this->box.rotation, this->box.rotation );
}
else
{ // no rotation, only use deltaPos to translate the RigidBody
this->box.center += deltaPos;
}
- // update movements and clear impulses
- this->linearMomentum += Formula::LinearMomentum( this->mass, deltaLinearVelocity );
+ // update momentums and clear impulseForceSum and impulseTorqueSum
+ this->linearMomentum += linearImpulse;
this->impulseForceSum = Float3::null;
- this->angularMomentum += Formula::AngularMomentum( this->momentOfInertiaTensor, deltaAngularVelocity );
+ this->angularMomentum += angularImpulse;
this->impulseTorqueSum = Float3::null;
}
-void RigidBody::ApplyImpulseForce( const Float3 &f )
+void RigidBody::ApplyImpulseForce( const Float3 &worldF )
{ // by Dan Andersson
- this->impulseForceSum += f;
+ this->impulseForceSum += worldF;
}
-void RigidBody::ApplyImpulseForceAt_Local( const Float3 &localForce, const Float3 &localOffset )
+void RigidBody::ApplyImpulseForceAt( const Float3 &worldF, const Float3 &worldPos )
{ // by Dan Andersson
- if( localOffset != Float3::null )
+ Float3 worldOffset = worldPos - this->box.center;
+ if( worldOffset != Float3::null )
{
- this->impulseForceSum += VectorProjection( localForce, localOffset );
- this->impulseTorqueSum += Formula::ImpulseTorque( localForce, localOffset );
+ this->impulseForceSum += VectorProjection( worldF, worldOffset );
+ this->impulseTorqueSum += Formula::ImpulseTorque( worldF, worldOffset );
}
else
{
- this->impulseForceSum += localForce;
+ this->impulseForceSum += worldF;
}
}
-void RigidBody::ApplyImpulseForceAt_World( const Float3 &worldForce, const Float3 &worldPos )
+void RigidBody::ApplyLinearImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
- Float4x4 view = this->GetView();
- this->ApplyImpulseForceAt_Local( (view * Float4(worldForce, 0.0f)).xyz,
- (view * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
+ this->impulseForceSum += Formula::ImpulseForce( this->mass, worldA );
}
-void RigidBody::ApplyLinearImpulseAcceleration( const Float3 &a )
+void RigidBody::ApplyLinearImpulseAccelerationAt( const Float3 &worldA, const Float3 &worldPos )
{ // by Dan Andersson
- this->impulseForceSum += Formula::ImpulseForce( this->mass, a );
-}
-
-void RigidBody::ApplyLinearImpulseAccelerationAt_Local( const Float3 &localImpulseLinearAcc, const Float3 &localOffset )
-{ // by Dan Andersson
- if( localOffset != Float3::null )
+ Float3 worldOffset = worldPos - this->box.center;
+ if( worldOffset != Float3::null )
{
- this->impulseForceSum += Formula::ImpulseForce( this->mass, VectorProjection(localImpulseLinearAcc, localOffset) );
+ this->impulseForceSum += Formula::ImpulseForce( this->mass, VectorProjection(worldA, worldOffset) );
// tanAcc = angularAcc x localPosition
// angularAcc = localPosition x tanAcc = localPosition x linearAcc
// T = I * angularAcc
- this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, Formula::AngularImpulseAcceleration(localImpulseLinearAcc, localOffset) );
+ this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, Formula::AngularImpulseAcceleration(worldA, worldOffset) );
}
else
{
- this->impulseForceSum += Formula::ImpulseForce( this->mass, localImpulseLinearAcc );
+ this->impulseForceSum += Formula::ImpulseForce( this->mass, worldA );
}
}
-void RigidBody::ApplyLinearImpulseAccelerationAt_World( const Float3 &worldImpulseLinearAcc, const Float3 &worldPos )
+void RigidBody::ApplyImpulseTorque( const Float3 &worldT )
{ // by Dan Andersson
- Float4x4 view = this->GetView();
- this->ApplyLinearImpulseAccelerationAt_Local( (view * Float4(worldImpulseLinearAcc, 0.0f)).xyz,
- (view * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
+ this->impulseTorqueSum += worldT;
}
-void RigidBody::ApplyImpulseTorque( const Float3 &t )
+void RigidBody::ApplyAngularImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
- this->impulseTorqueSum += t;
-}
-
-void RigidBody::ApplyAngularImpulseAcceleration( const Float3 &a )
-{ // by Dan Andersson
- this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, a );
-}
-
-Float4x4 & RigidBody::AccessOrientation()
-{ // by Dan Andersson
- return this->box.orientation;
-}
-
-const Float4x4 & RigidBody::AccessOrientation() const
-{ // by Dan Andersson
- return this->box.orientation;
+ this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, worldA );
}
Float3 & RigidBody::AccessBoundingReach()
@@ -181,14 +159,14 @@ const Float & RigidBody::GetMass() const
return this->mass;
}
-const Float4x4 & RigidBody::GetOrientation() const
+const Float4x4 RigidBody::GetOrientation() const
{ // by Dan Andersson
- return this->box.orientation;
+ return OrientationMatrix( this->box.rotation, this->box.center );
}
Float4x4 RigidBody::GetView() const
{ // by Dan Andersson
- return InverseOrientationMatrix( this->box.orientation );
+ return InverseOrientationMatrix( this->GetOrientation() );
}
const Float3 & RigidBody::GetBoundingReach() const
@@ -246,106 +224,21 @@ Float3 RigidBody::GetLinearVelocity() const
return Formula::LinearVelocity( this->mass, this->linearMomentum );
}
-Float3 RigidBody::GetTangentialImpulseForceAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- return Formula::TangentialImpulseForce( this->impulseTorqueSum, localPos );
+void RigidBody::GetMomentumAt( const Float3 &worldPos, const Float3 &surfaceNormal, Float3 &normalMomentum, Float3 &tangentialMomentum ) const
+{
+ Float3 worldOffset = worldPos - this->box.center;
+ Float3 momentum = Formula::TangentialLinearMomentum( this->angularMomentum, worldOffset );
+ momentum += this->linearMomentum;
+
+ normalMomentum = NormalProjection( momentum, surfaceNormal );
+ tangentialMomentum = momentum - normalMomentum;
}
-Float3 RigidBody::GetTangentialImpulseForceAt_World( const Float3 &worldPos ) const
+void RigidBody::SetMomentOfInertia( const Float4x4 &localI )
{ // by Dan Andersson
- return this->GetTangentialImpulseForceAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
-}
-
-Float3 RigidBody::GetTangentialLinearMomentumAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- return Formula::TangentialLinearMomentum( this->angularMomentum, localPos );
-}
-
-Float3 RigidBody::GetTangentialLinearMomentumAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- return this->GetTangentialLinearMomentumAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
-}
-
-Float3 RigidBody::GetTangentialImpulseAccelerationAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- return Formula::TangentialImpulseAcceleration( this->momentOfInertiaTensor.GetInverse(), this->impulseTorqueSum, localPos );
-}
-
-Float3 RigidBody::GetTangentialImpulseAccelerationAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- return this->GetTangentialImpulseAccelerationAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
-}
-
-Float3 RigidBody::GetTangentialLinearVelocityAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- return Formula::TangentialLinearVelocity( this->momentOfInertiaTensor.GetInverse(), this->angularMomentum, localPos );
-}
-
-Float3 RigidBody::GetTangentialLinearVelocityAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- return this->GetTangentialLinearVelocityAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
-}
-
-Float3 RigidBody::GetImpulseForceAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- return this->impulseForceSum + Formula::TangentialImpulseForce( this->impulseForceSum, localPos );
-}
-
-Float3 RigidBody::GetImpulseForceAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- Float4 localForce = Float4( this->GetImpulseForceAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
- return (this->box.orientation * localForce).xyz; // should not be any disform thus result.w = 0.0f
-}
-
-Float3 RigidBody::GetLinearMomentumAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- // Reminder! Momentum is a world value.
- return Float3::null; // TODO:
-}
-
-Float3 RigidBody::GetLinearMomentumAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- // Reminder! Momentum is a world value.
- Float4 localMomentum = Float4( this->GetLinearMomentumAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
- return (this->box.orientation * localMomentum).xyz; // should not be any disform thus result.w = 0.0f
-
- // TODO: angularMomentum is a local value!!
- return this->linearMomentum + Formula::TangentialLinearMomentum( this->angularMomentum, worldPos );
-}
-
-Float3 RigidBody::GetImpulseAccelerationAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- // Reminder! Acceleration is a world value.
- Float4 worldAccel = Float4( this->GetImpulseAccelerationAt_Local((this->box.orientation * Float4(localPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
- return (this->GetView() * worldAccel).xyz; // should not be any disform thus result.w = 0.0f
-}
-
-Float3 RigidBody::GetImpulseAccelerationAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- // Reminder! Acceleration is a world value.
- return Formula::LinearImpulseAcceleration( this->mass, this->impulseForceSum )
- + Formula::TangentialImpulseAcceleration( this->momentOfInertiaTensor.GetInverse(), this->impulseTorqueSum, worldPos );
-}
-
-Float3 RigidBody::GetLinearVelocityAt_Local( const Float3 &localPos ) const
-{ // by Dan Andersson
- // Reminder! Velocity is a world value.
- Float4 worldV = Float4( this->GetLinearVelocityAt_Local((this->box.orientation * Float4(localPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
- return (this->GetView() * worldV).xyz; // should not be any disform thus result.w = 0.0f
-}
-
-Float3 RigidBody::GetLinearVelocityAt_World( const Float3 &worldPos ) const
-{ // by Dan Andersson
- // Reminder! Velocity is a world value.
- return Formula::LinearVelocity( this->mass, this->linearMomentum )
- + Formula::TangentialLinearVelocity( this->momentOfInertiaTensor.GetInverse(), this->angularMomentum, worldPos );
-}
-
-void RigidBody::SetMomentOfInertia( const Float4x4 &i )
-{ // by Dan Andersson
- if( i.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
+ if( localI.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
{
- this->momentOfInertiaTensor = i;
+ this->momentOfInertiaTensor = localI;
}
}
@@ -369,7 +262,8 @@ void RigidBody::SetMass_KeepMomentum( const Float &m )
void RigidBody::SetOrientation( const Float4x4 &o )
{ // by Dan Andersson
- this->box.orientation = o;
+ ExtractRotationMatrix( o, this->box.rotation );
+ this->box.center = o.v[3].xyz;
}
void RigidBody::SetSize( const Float3 &widthHeight )
@@ -377,98 +271,77 @@ void RigidBody::SetSize( const Float3 &widthHeight )
this->box.boundingOffset = 0.5f * widthHeight;
}
-void RigidBody::SetCenter( const Float3 &p )
+void RigidBody::SetCenter( const Float3 &worldPos )
{ // by Dan Andersson
- this->box.center = p;
+ this->box.center = worldPos;
}
-void RigidBody::SetImpulseTorque( const Float3 &t )
+void RigidBody::SetImpulseTorque( const Float3 &worldT )
{ // by Dan Andersson
- this->impulseTorqueSum = t;
+ this->impulseTorqueSum = worldT;
}
-void RigidBody::SetAngularMomentum( const Float3 &h )
+void RigidBody::SetAngularMomentum( const Float3 &worldH )
{ // by Dan Andersson
- this->angularMomentum = h;
+ this->angularMomentum = worldH;
}
-void RigidBody::SetAngularImpulseAcceleration( const Float3 &a )
+void RigidBody::SetAngularImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
- this->impulseTorqueSum = Formula::ImpulseTorque( this->momentOfInertiaTensor, a );
+ this->impulseTorqueSum = Formula::ImpulseTorque( this->momentOfInertiaTensor, worldA );
}
-void RigidBody::SetAngularVelocity( const Float3 &w )
+void RigidBody::SetAngularVelocity( const Float3 &worldW )
{ // by Dan Andersson
- this->angularMomentum = Formula::AngularMomentum( this->momentOfInertiaTensor, w );
+ this->angularMomentum = Formula::AngularMomentum( this->momentOfInertiaTensor, worldW );
}
-void RigidBody::SetImpulseForce( const Float3 &f )
+void RigidBody::SetImpulseForce( const Float3 &worldF )
{ // by Dan Andersson
- this->impulseForceSum = f;
+ this->impulseForceSum = worldF;
}
-void RigidBody::SetLinearMomentum( const Float3 &g )
+void RigidBody::SetLinearMomentum( const Float3 &worldG )
{ // by Dan Andersson
- this->linearMomentum = g;
+ this->linearMomentum = worldG;
}
-void RigidBody::SetLinearImpulseAcceleration( const Float3 &a )
+void RigidBody::SetLinearImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
- this->impulseForceSum = Formula::ImpulseForce( this->mass, a );
+ this->impulseForceSum = Formula::ImpulseForce( this->mass, worldA );
}
-void RigidBody::SetLinearVelocity( const Float3 &v )
+void RigidBody::SetLinearVelocity( const Float3 &worldV )
{ // by Dan Andersson
- this->linearMomentum = Formula::LinearMomentum( this->mass, v );
+ this->linearMomentum = Formula::LinearMomentum( this->mass, worldV );
}
-void RigidBody::SetImpulseForceAt_Local( const Float3 &localForce, const Float3 &localPos )
+void RigidBody::SetImpulseForceAt( const Float3 &worldForce, const Float3 &worldPos )
{ // by Dan Andersson
- // Reminder! Impulse force and torque is world values.
- Float3 worldForce = ( this->box.orientation * Float4(localForce, 0.0f) ).xyz,
- worldPos = ( this->box.orientation * Float4(localPos, 1.0f) ).xyz;
- this->SetImpulseForceAt_World( worldForce, worldPos );
-
+ Float3 worldOffset = worldPos - this->box.center;
+ this->impulseForceSum = VectorProjection( worldForce, worldOffset );
+ this->impulseTorqueSum = Formula::ImpulseTorque( worldForce, worldOffset );
}
-void RigidBody::SetImpulseForceAt_World( const Float3 &worldForce, const Float3 &worldPos )
+void RigidBody::SetLinearMomentumAt( const Float3 &worldG, const Float3 &worldPos )
{ // by Dan Andersson
- // Reminder! Impulse force and torque is world values.
- this->impulseForceSum = VectorProjection( worldForce, worldPos );
- this->impulseTorqueSum = Formula::ImpulseTorque( worldForce, worldPos );
+ Float3 worldOffset = worldPos - this->box.center;
+ this->linearMomentum = VectorProjection( worldG, worldOffset );
+ this->angularMomentum = Formula::AngularMomentum( worldG, worldOffset );
}
-void RigidBody::SetLinearMomentumAt_Local( const Float3 &localG, const Float3 &localPos )
+void RigidBody::SetImpulseAccelerationAt( const Float3 &worldA, const Float3 &worldPos )
{ // by Dan Andersson
- // Reminder! Linear and angular momentum is world values.
- Float3 worldG = ( this->box.orientation * Float4(localG, 0.0f) ).xyz,
- worldPos = ( this->box.orientation * Float4(localPos, 1.0f) ).xyz;
- this->SetLinearMomentumAt_World( worldG, worldPos );
+ Float3 worldOffset = worldPos - this->box.center;
+ this->impulseForceSum = Formula::ImpulseForce( this->mass, VectorProjection(worldA, worldOffset) );
+ this->impulseTorqueSum = Formula::ImpulseTorque( this->box.rotation * this->momentOfInertiaTensor,
+ Formula::AngularImpulseAcceleration(worldA, worldOffset) );
}
-void RigidBody::SetLinearMomentumAt_World( const Float3 &worldG, const Float3 &worldPos )
+void RigidBody::SetLinearVelocityAt( const Float3 &worldV, const Float3 &worldPos )
{ // by Dan Andersson
- // Reminder! Linear and angular momentum is world values.
- this->linearMomentum = VectorProjection( worldG, worldPos );
- this->angularMomentum = Formula::AngularMomentum( worldG, worldPos );
-}
-
-void RigidBody::SetImpulseAccelerationAt_Local( const Float3 &a, const Float3 &pos )
-{ // by Dan Andersson
-
-}
-
-void RigidBody::SetImpulseAccelerationAt_World( const Float3 &a, const Float3 &pos )
-{ // by
-
-}
-
-void RigidBody::SetLinearVelocityAt_Local( const Float3 &v, const Float3 &pos )
-{ // by
-
-}
-
-void RigidBody::SetLinearVelocityAt_World( const Float3 &v, const Float3 &pos )
-{ // by
-
+ Float3 worldOffset = worldPos - this->box.center;
+ this->linearMomentum = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
+ this->angularMomentum = Formula::AngularMomentum( this->box.rotation * this->momentOfInertiaTensor,
+ Formula::AngularVelocity(worldV, worldOffset) );
}
\ No newline at end of file
diff --git a/Code/OysterPhysics3D/RigidBody.h b/Code/OysterPhysics3D/RigidBody.h
index a2d32f95..19ce6bb2 100644
--- a/Code/OysterPhysics3D/RigidBody.h
+++ b/Code/OysterPhysics3D/RigidBody.h
@@ -14,30 +14,26 @@ namespace Oyster { namespace Physics3D
struct RigidBody
{ /// A struct of a simple rigid body.
public:
- ::Oyster::Collision3D::Box box; /// Contains data representing physical presence.
- ::Oyster::Math::Float3 angularMomentum, /// The angular momentum H (Nm*s) around an parallell axis.
- linearMomentum, /// The linear momentum G (kg*m/s).
- impulseTorqueSum, /// The impulse torque T (Nm) that will be consumed each update.
- impulseForceSum; /// The impulse force F (N) that will be consumed each update.
+ ::Oyster::Collision3D::Box box; /** Contains data representing physical presence. (worldValue) */
+ ::Oyster::Math::Float3 angularMomentum, /** The angular momentum H (Nm*s) around an parallell axis. (worldValue) */
+ linearMomentum, /** The linear momentum G (kg*m/s). (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) */
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(), ::Oyster::Math::Float mass = 1.0f );
RigidBody & operator = ( const RigidBody &body );
void Update_LeapFrog( ::Oyster::Math::Float deltaTime );
- void ApplyImpulseForce( const ::Oyster::Math::Float3 &f );
- void ApplyImpulseForceAt_Local( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos );
- void ApplyImpulseForceAt_World( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos ); /// ApplyImpulseForce_LocalPos is preferred
- void ApplyLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
- void ApplyLinearImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos );
- void ApplyLinearImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos ); /// ApplyLinearImpulseAcceleration_LocalPos is preferred
- void ApplyImpulseTorque( const ::Oyster::Math::Float3 &t );
- void ApplyAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
+ void ApplyImpulseForce( const ::Oyster::Math::Float3 &worldF );
+ void ApplyImpulseForceAt( const ::Oyster::Math::Float3 &worldF, const ::Oyster::Math::Float3 &worldPos );
+ void ApplyLinearImpulseAcceleration( const ::Oyster::Math::Float3 &worldA );
+ void ApplyLinearImpulseAccelerationAt( const ::Oyster::Math::Float3 &worldA, const ::Oyster::Math::Float3 &worldPos );
+ void ApplyImpulseTorque( const ::Oyster::Math::Float3 &worldT );
+ void ApplyAngularImpulseAcceleration( const ::Oyster::Math::Float3 &worldA );
// ACCESS METHODS /////////////////////////////
- ::Oyster::Math::Float4x4 & AccessOrientation();
- const ::Oyster::Math::Float4x4 & AccessOrientation() const;
::Oyster::Math::Float3 & AccessBoundingReach();
const ::Oyster::Math::Float3 & AccessBoundingReach() const;
::Oyster::Math::Float3 & AccessCenter();
@@ -48,7 +44,7 @@ namespace Oyster { namespace Physics3D
const ::Oyster::Math::Float4x4 & GetMomentOfInertia() const;
const ::Oyster::Math::Float & GetMass() const;
- const ::Oyster::Math::Float4x4 & GetOrientation() const;
+ const ::Oyster::Math::Float4x4 GetOrientation() const;
::Oyster::Math::Float4x4 GetView() const;
const ::Oyster::Math::Float4x4 & GetToWorldMatrix() const;
::Oyster::Math::Float4x4 GetToLocalMatrix() const;
@@ -68,56 +64,36 @@ namespace Oyster { namespace Physics3D
::Oyster::Math::Float3 GetLinearImpulseAcceleration() const;
::Oyster::Math::Float3 GetLinearVelocity() const;
- ::Oyster::Math::Float3 GetTangentialImpulseForceAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialImpulseForceAt_World( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialLinearMomentumAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialLinearMomentumAt_World( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialLinearVelocityAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetTangentialLinearVelocityAt_World( const ::Oyster::Math::Float3 &pos ) const;
-
- ::Oyster::Math::Float3 GetImpulseForceAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetImpulseForceAt_World( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetLinearMomentumAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetLinearMomentumAt_World( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetLinearVelocityAt_Local( const ::Oyster::Math::Float3 &pos ) const;
- ::Oyster::Math::Float3 GetLinearVelocityAt_World( const ::Oyster::Math::Float3 &pos ) const;
+ void GetMomentumAt( const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &surfaceNormal, ::Oyster::Math::Float3 &normalMomentum, ::Oyster::Math::Float3 &tangentialMomentum ) const;
// SET METHODS ////////////////////////////////
- void SetMomentOfInertia( const ::Oyster::Math::Float4x4 &i );
+ void SetMomentOfInertia( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( const ::Oyster::Math::Float &m );
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
void SetOrientation( const ::Oyster::Math::Float4x4 &o );
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
- void SetCenter( const ::Oyster::Math::Float3 &p );
+ void SetCenter( const ::Oyster::Math::Float3 &worldPos );
- void SetImpulseTorque( const ::Oyster::Math::Float3 &t );
- void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
- void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
- void SetAngularVelocity( const ::Oyster::Math::Float3 &w );
+ void SetImpulseTorque( const ::Oyster::Math::Float3 &worldT );
+ void SetAngularMomentum( const ::Oyster::Math::Float3 &worldH );
+ void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &worldA );
+ void SetAngularVelocity( const ::Oyster::Math::Float3 &worldW );
- void SetImpulseForce( const ::Oyster::Math::Float3 &f );
- void SetLinearMomentum( const ::Oyster::Math::Float3 &g );
- void SetLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
- void SetLinearVelocity( const ::Oyster::Math::Float3 &v );
+ void SetImpulseForce( const ::Oyster::Math::Float3 &worldF );
+ void SetLinearMomentum( const ::Oyster::Math::Float3 &worldG );
+ void SetLinearImpulseAcceleration( const ::Oyster::Math::Float3 &worldA );
+ void SetLinearVelocity( const ::Oyster::Math::Float3 &worldV );
- void SetImpulseForceAt_Local( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos );
- void SetImpulseForceAt_World( const ::Oyster::Math::Float3 &f, const ::Oyster::Math::Float3 &pos );
- void SetLinearMomentumAt_Local( const ::Oyster::Math::Float3 &g, const ::Oyster::Math::Float3 &pos );
- void SetLinearMomentumAt_World( const ::Oyster::Math::Float3 &g, const ::Oyster::Math::Float3 &pos );
- void SetImpulseAccelerationAt_Local( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos );
- void SetImpulseAccelerationAt_World( const ::Oyster::Math::Float3 &a, const ::Oyster::Math::Float3 &pos );
- void SetLinearVelocityAt_Local( const ::Oyster::Math::Float3 &v, const ::Oyster::Math::Float3 &pos );
- void SetLinearVelocityAt_World( const ::Oyster::Math::Float3 &v, const ::Oyster::Math::Float3 &pos );
+ void SetImpulseForceAt( const ::Oyster::Math::Float3 &worldF, const ::Oyster::Math::Float3 &worldPos );
+ void SetLinearMomentumAt( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &worldPos );
+ void SetImpulseAccelerationAt( const ::Oyster::Math::Float3 &worldA, const ::Oyster::Math::Float3 &worldPos );
+ void SetLinearVelocityAt( const ::Oyster::Math::Float3 &worldV, const ::Oyster::Math::Float3 &worldPos );
private:
- ::Oyster::Math::Float mass; /// m (kg)
- ::Oyster::Math::Float4x4 momentOfInertiaTensor; /// I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration )
+ ::Oyster::Math::Float mass; /** m (kg) */
+ ::Oyster::Math::Float4x4 momentOfInertiaTensor; /** I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration ) (localValue) */
};
// INLINE IMPLEMENTATIONS ///////////////////////////////////////