Merge remote-tracking branch 'origin/Physics' into GameLogicBranch

This commit is contained in:
Dander7BD 2013-11-25 11:56:25 +01:00
commit 8ded483442
4 changed files with 0 additions and 117 deletions

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@ -154,7 +154,6 @@
<ClInclude Include="PhysicsAPI.h" /> <ClInclude Include="PhysicsAPI.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Implementation\NullBody.cpp" />
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" /> <ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
<ClCompile Include="Implementation\SimpleRigidBody.cpp" /> <ClCompile Include="Implementation\SimpleRigidBody.cpp" />
<ClCompile Include="DLLMain.cpp" /> <ClCompile Include="DLLMain.cpp" />

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@ -38,9 +38,6 @@
<ClCompile Include="Implementation\SimpleRigidBody.cpp"> <ClCompile Include="Implementation\SimpleRigidBody.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Implementation\NullBody.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="DLLMain.cpp"> <ClCompile Include="DLLMain.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>

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@ -1,78 +0,0 @@
#include "..\PhysicsAPI.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics::Error;
using namespace ::Oyster::Math;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
NullBody::~NullBody() {}
UniquePointer<ICustomBody> NullBody::Clone() const
{
return new NullBody( *this );
}
bool NullBody::IsSubscribingCollisions() const
{
return false;
}
bool NullBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const
{
return false;
}
bool NullBody::Intersects( const ICollideable &shape ) const
{
return false;
}
Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( Float3::null, 0.0f );
}
Float3 & NullBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
{
return targetMem = Float3::standard_unit_z;
}
Float3 & NullBody::GetCenter( Float3 &targetMem ) const
{
return targetMem = Float3::null;
}
Float4x4 & NullBody::GetRotation( Float4x4 &targetMem ) const
{
return targetMem = Float4x4::identity;
}
Float4x4 & NullBody::GetOrientation( Float4x4 &targetMem ) const
{
return targetMem = Float4x4::identity;
}
Float4x4 & NullBody::GetView( Float4x4 &targetMem ) const
{
return targetMem = Float4x4::identity;
}
UpdateState NullBody::Update( Float timeStepLength )
{
return resting;
}
void NullBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) {}
void NullBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) {}
void NullBody::SetMass_KeepVelocity( Float m ) {}
void NullBody::SetMass_KeepMomentum( Float m ) {}
void NullBody::SetCenter( const Float3 &worldPos ) {}
void NullBody::SetRotation( const Float4x4 &rotation ) {}
void NullBody::SetOrientation( const Float4x4 &orientation ) {}

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@ -239,41 +239,6 @@ namespace Oyster
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0; virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0; virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
}; };
namespace Error
{ //! The content in here is used as API return errorvalues.
class DLL_USAGE NullBody : public ICustomBody
{
public:
virtual ~NullBody();
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
bool IsSubscribingCollisions() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
unsigned int GetReference() const;
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
} const nobody;
}
} }
} }
#endif #endif