Merge remote-tracking branch 'origin/Physics' into GameLogicBranch
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commit
8ded483442
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@ -154,7 +154,6 @@
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<ClInclude Include="PhysicsAPI.h" />
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<ClInclude Include="PhysicsAPI.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="Implementation\NullBody.cpp" />
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<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
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<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
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<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
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<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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@ -38,9 +38,6 @@
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<ClCompile Include="Implementation\SimpleRigidBody.cpp">
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<ClCompile Include="Implementation\SimpleRigidBody.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="Implementation\NullBody.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="DLLMain.cpp">
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<ClCompile Include="DLLMain.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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@ -1,78 +0,0 @@
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#include "..\PhysicsAPI.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics::Error;
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using namespace ::Oyster::Math;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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NullBody::~NullBody() {}
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UniquePointer<ICustomBody> NullBody::Clone() const
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{
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return new NullBody( *this );
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}
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bool NullBody::IsSubscribingCollisions() const
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{
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return false;
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}
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bool NullBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const
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{
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return false;
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}
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bool NullBody::Intersects( const ICollideable &shape ) const
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{
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return false;
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}
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Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
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{
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return targetMem = Sphere( Float3::null, 0.0f );
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}
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Float3 & NullBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
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{
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return targetMem = Float3::standard_unit_z;
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}
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Float3 & NullBody::GetCenter( Float3 &targetMem ) const
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{
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return targetMem = Float3::null;
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}
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Float4x4 & NullBody::GetRotation( Float4x4 &targetMem ) const
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{
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return targetMem = Float4x4::identity;
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}
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Float4x4 & NullBody::GetOrientation( Float4x4 &targetMem ) const
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{
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return targetMem = Float4x4::identity;
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}
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Float4x4 & NullBody::GetView( Float4x4 &targetMem ) const
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{
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return targetMem = Float4x4::identity;
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}
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UpdateState NullBody::Update( Float timeStepLength )
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{
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return resting;
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}
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void NullBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) {}
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void NullBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) {}
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void NullBody::SetMass_KeepVelocity( Float m ) {}
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void NullBody::SetMass_KeepMomentum( Float m ) {}
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void NullBody::SetCenter( const Float3 &worldPos ) {}
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void NullBody::SetRotation( const Float4x4 &rotation ) {}
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void NullBody::SetOrientation( const Float4x4 &orientation ) {}
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@ -239,41 +239,6 @@ namespace Oyster
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virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
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virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
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virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
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virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
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};
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};
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namespace Error
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{ //! The content in here is used as API return errorvalues.
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class DLL_USAGE NullBody : public ICustomBody
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{
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public:
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virtual ~NullBody();
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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bool IsSubscribingCollisions() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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unsigned int GetReference() const;
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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void SetMass_KeepMomentum( ::Oyster::Math::Float m );
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void SetCenter( const ::Oyster::Math::Float3 &worldPos );
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void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
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void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
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} const nobody;
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}
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}
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}
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}
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}
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#endif
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#endif
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