diff --git a/Code/GamePhysics/GamePhysics.vcxproj.user b/Code/GamePhysics/GamePhysics.vcxproj.user index 9a0b0ae0..4b847ee6 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.user +++ b/Code/GamePhysics/GamePhysics.vcxproj.user @@ -1,6 +1,22 @@  - true + false + + + $(OutDir) + WindowsLocalDebugger + + + $(OutDir) + WindowsLocalDebugger + + + $(OutDir) + WindowsLocalDebugger + + + $(OutDir) + WindowsLocalDebugger \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs-Impl.h b/Code/GamePhysics/PhysicsStructs-Impl.h index 79256883..8ed2aec5 100644 --- a/Code/GamePhysics/PhysicsStructs-Impl.h +++ b/Code/GamePhysics/PhysicsStructs-Impl.h @@ -12,8 +12,8 @@ namespace Oyster inline SimpleBodyDescription::SimpleBodyDescription() { this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float4::null; - this->size = ::Oyster::Math::Float4( 1.0f ); + this->centerPosition = ::Oyster::Math::Float4::standard_unit_w; + this->size = ::Oyster::Math::Float4( 1.0f ); this->mass = 12.0f; this->inertiaTensor = ::Oyster::Math::Float4x4::identity; this->subscription = NULL; @@ -23,76 +23,76 @@ namespace Oyster inline SphericalBodyDescription::SphericalBodyDescription() { this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float4::null; + this->centerPosition = ::Oyster::Math::Float4::standard_unit_w; this->radius = 0.5f; this->mass = 10.0f; this->subscription = NULL; this->ignoreGravity = false; } - inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 ¢erPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum ) + inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 ¢erPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum ) { - this->mass = mass; - this->restitutionCoeff = restitutionCoeff; - this->staticFrictionCoeff = staticFrictionCoeff; - this->kineticFrictionCoeff = kineticFrictionCoeff; - this->inertiaTensor = inertiaTensor; - this->reach = reach; - this->centerPos = centerPos; - this->angularAxis = rotation; - this->linearMomentum = linearMomentum; - this->angularMomentum = angularMomentum; - this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null; - this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null; - this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false; + this->mass = mass; + this->restitutionCoeff = restitutionCoeff; + this->staticFrictionCoeff = staticFrictionCoeff; + this->kineticFrictionCoeff = kineticFrictionCoeff; + this->inertiaTensor = inertiaTensor; + this->reach = reach; + this->centerPos = centerPos; + this->angularAxis = rotation; + this->linearMomentum = linearMomentum; + this->angularMomentum = angularMomentum; + this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null; + this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null; + this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false; } inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state ) { - this->mass = state.mass; - this->restitutionCoeff = state.restitutionCoeff; - this->staticFrictionCoeff = state.staticFrictionCoeff; - this->kineticFrictionCoeff = state.kineticFrictionCoeff; - this->inertiaTensor = state.inertiaTensor; + this->mass = state.mass; + this->restitutionCoeff = state.restitutionCoeff; + this->staticFrictionCoeff = state.staticFrictionCoeff; + this->kineticFrictionCoeff = state.kineticFrictionCoeff; + this->inertiaTensor = state.inertiaTensor; this->reach = state.reach; this->centerPos = state.centerPos; this->angularAxis = state.angularAxis; - this->linearMomentum = state.linearMomentum; - this->angularMomentum = state.angularMomentum; - this->linearImpulse = state.linearImpulse; - this->angularImpulse = state.angularImpulse; - this->deltaPos = state.deltaPos; - this->deltaAxis = state.deltaAxis; + this->linearMomentum = state.linearMomentum; + this->angularMomentum = state.angularMomentum; + this->linearImpulse = state.linearImpulse; + this->angularImpulse = state.angularImpulse; + this->deltaPos = state.deltaPos; + this->deltaAxis = state.deltaAxis; this->isSpatiallyAltered = state.isSpatiallyAltered; this->isDisturbed = state.isDisturbed; - this->isForwarded = state.isForwarded; + this->isForwarded = state.isForwarded; return *this; } - inline const ::Oyster::Math::Float CustomBodyState::GetMass() const - { - return this->mass; - } + inline const ::Oyster::Math::Float CustomBodyState::GetMass() const + { + return this->mass; + } - inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const - { - return this->restitutionCoeff; - } + inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const + { + return this->restitutionCoeff; + } - inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Static() const - { - return this->staticFrictionCoeff; - } + inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Static() const + { + return this->staticFrictionCoeff; + } - inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Kinetic() const - { - return this->kineticFrictionCoeff; - } + inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Kinetic() const + { + return this->kineticFrictionCoeff; + } - inline const ::Oyster::Math::Float4x4 & CustomBodyState::GetMomentOfInertia() const - { - return this->inertiaTensor; - } + inline const ::Oyster::Math::Float4x4 & CustomBodyState::GetMomentOfInertia() const + { + return this->inertiaTensor; + } inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const { @@ -119,126 +119,126 @@ namespace Oyster return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz ); } - inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const - { - return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz ); - } + inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const + { + return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz ); + } - inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation( const ::Oyster::Math::Float4 &offset ) const - { - return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz ); - } + inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation( const ::Oyster::Math::Float4 &offset ) const + { + return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz ); + } - inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const - { - return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz ); - } + inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const + { + return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz ); + } - inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float4 &offset ) const - { - return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz ); - } + inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float4 &offset ) const + { + return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz ); + } - inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const - { - return this->linearMomentum; - } + inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const + { + return this->linearMomentum; + } - inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const - { - //return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos ); // C3083 error? - return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f ); - } + inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const + { + //return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos ); // C3083 error? + return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f ); + } - inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const - { - return this->angularMomentum; - } + inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const + { + return this->angularMomentum; + } - inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearImpulse() const - { - return this->linearImpulse; - } + inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearImpulse() const + { + return this->linearImpulse; + } - inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularImpulse() const - { - return this->angularImpulse; - } + inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularImpulse() const + { + return this->angularImpulse; + } - inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaPos() const - { - return this->deltaPos; - } + inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaPos() const + { + return this->deltaPos; + } - inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaAxis() const - { - return this->deltaAxis; - } + inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaAxis() const + { + return this->deltaAxis; + } - inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m ) - { - this->mass = m; - } - - inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m ) - { - if( m != 0.0f ) - { // sanity block! - // Formula::LinearMomentum( m, Formula::LinearVelocity(this->mass, this->linearMomentum) ) - // is the same as (this->linearMomentum / this->mass) * m = (m / this->mass) * this->linearMomentum - this->linearMomentum *= (m / this->mass); + inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m ) + { this->mass = m; } - } - inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e ) - { - this->restitutionCoeff = e; - } - - inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU ) - { - this->staticFrictionCoeff = staticU; - this->kineticFrictionCoeff = kineticU; - } - - inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor ) - { - this->inertiaTensor = tensor; - } - - inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor ) - { - if( tensor.GetDeterminant() != 0.0f ) - { // sanity block! - ::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz); - //::Oyster::Math::Float4 w = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum ); // C3083 error? - ::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum; - this->inertiaTensor = tensor; - //this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error? - this->angularMomentum = rotation * tensor * w; + inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m ) + { + if( m != 0.0f ) + { // sanity block! + // Formula::LinearMomentum( m, Formula::LinearVelocity(this->mass, this->linearMomentum) ) + // is the same as (this->linearMomentum / this->mass) * m = (m / this->mass) * this->linearMomentum + this->linearMomentum *= (m / this->mass); + this->mass = m; + } + } + + inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e ) + { + this->restitutionCoeff = e; + } + + inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU ) + { + this->staticFrictionCoeff = staticU; + this->kineticFrictionCoeff = kineticU; + } + + inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor ) + { + this->inertiaTensor = tensor; + } + + inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor ) + { + if( tensor.GetDeterminant() != 0.0f ) + { // sanity block! + ::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz); + //::Oyster::Math::Float4 w = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum ); // C3083 error? + ::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum; + this->inertiaTensor = tensor; + //this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error? + this->angularMomentum = rotation * tensor * w; + } } - } - inline void CustomBodyState::SetSize( const ::Oyster::Math::Float4 &size ) + inline void CustomBodyState::SetSize( const ::Oyster::Math::Float4 &size ) { this->SetReach( 0.5f * size ); } - inline void CustomBodyState::SetReach( const ::Oyster::Math::Float4 &halfSize ) + inline void CustomBodyState::SetReach( const ::Oyster::Math::Float4 &halfSize ) { this->reach.xyz = halfSize; this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null ); this->isSpatiallyAltered = this->isDisturbed = true; } - inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float4 ¢erPos ) + inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float4 ¢erPos ) { this->centerPos.xyz = centerPos; this->isSpatiallyAltered = this->isDisturbed = true; } - inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4 &angularAxis ) + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4 &angularAxis ) { this->angularAxis.xyz = angularAxis; this->isSpatiallyAltered = this->isDisturbed = true; @@ -246,78 +246,78 @@ namespace Oyster inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation ) { - this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation) ); - } + this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation) ); + } - inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) - { - this->SetRotation( ::Oyster::Math3D::ExtractAngularAxis(orientation) ); - this->SetCenterPosition( orientation.v[3] ); - } + inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) + { + this->SetRotation( ::Oyster::Math3D::ExtractAngularAxis(orientation) ); + this->SetCenterPosition( orientation.v[3] ); + } - inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float4 &g ) - { - this->linearMomentum.xyz = g; - this->isDisturbed = true; - } + inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float4 &g ) + { + this->linearMomentum.xyz = g; + this->isDisturbed = true; + } - inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float4 &h ) - { - this->angularMomentum.xyz = h; - this->isDisturbed = true; - } + inline void CustomBodyState::SetAngularMomentum( const ::Oyster::Math::Float4 &h ) + { + this->angularMomentum.xyz = h; + this->isDisturbed = true; + } - inline void CustomBodyState::SetLinearImpulse( const ::Oyster::Math::Float4 &j ) - { - this->linearImpulse.xyz = j; - this->isDisturbed = true; - } + inline void CustomBodyState::SetLinearImpulse( const ::Oyster::Math::Float4 &j ) + { + this->linearImpulse.xyz = j; + this->isDisturbed = true; + } - inline void CustomBodyState::SetAngularImpulse( const ::Oyster::Math::Float4 &j ) - { - this->angularImpulse.xyz = j; - this->isDisturbed = true; - } + inline void CustomBodyState::SetAngularImpulse( const ::Oyster::Math::Float4 &j ) + { + this->angularImpulse.xyz = j; + this->isDisturbed = true; + } - inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float4 &angularAxis ) - { - this->angularAxis += angularAxis; - this->isSpatiallyAltered = this->isDisturbed = true; - } + inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float4 &angularAxis ) + { + this->angularAxis += angularAxis; + this->isSpatiallyAltered = this->isDisturbed = true; + } - inline void CustomBodyState::AddTranslation( const ::Oyster::Math::Float4 &deltaPos ) - { - this->centerPos += deltaPos; - this->isSpatiallyAltered = this->isDisturbed = true; - } + inline void CustomBodyState::AddTranslation( const ::Oyster::Math::Float4 &deltaPos ) + { + this->centerPos += deltaPos; + this->isSpatiallyAltered = this->isDisturbed = true; + } - inline void CustomBodyState::ApplyLinearImpulse( const ::Oyster::Math::Float4 &j ) - { - this->linearImpulse += j; - this->isDisturbed = true; - } + inline void CustomBodyState::ApplyLinearImpulse( const ::Oyster::Math::Float4 &j ) + { + this->linearImpulse += j; + this->isDisturbed = true; + } - inline void CustomBodyState::ApplyAngularImpulse( const ::Oyster::Math::Float4 &j ) - { - this->angularImpulse += j; - this->isDisturbed = true; - } + inline void CustomBodyState::ApplyAngularImpulse( const ::Oyster::Math::Float4 &j ) + { + this->angularImpulse += j; + this->isDisturbed = true; + } - inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal ) - { - //::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, at - this->centerPos ); // C3083 error? - ::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Math::Float4( (at - this->centerPos).xyz.Cross(j.xyz), 0.0f ); - this->linearImpulse += j - tangentialImpulse; - this->angularImpulse += tangentialImpulse; + inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal ) + { + //::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, at - this->centerPos ); // C3083 error? + ::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Math::Float4( (at - this->centerPos).xyz.Cross(j.xyz), 0.0f ); + this->linearImpulse += j - tangentialImpulse; + this->angularImpulse += tangentialImpulse; - this->isDisturbed = true; - } + this->isDisturbed = true; + } - inline void CustomBodyState::ApplyForwarding( const ::Oyster::Math::Float4 &deltaPos, const ::Oyster::Math::Float4 &deltaAxis ) - { - this->deltaPos += deltaPos; - this->deltaAxis += deltaAxis; - this->isDisturbed = this->isForwarded = true; + inline void CustomBodyState::ApplyForwarding( const ::Oyster::Math::Float4 &deltaPos, const ::Oyster::Math::Float4 &deltaAxis ) + { + this->deltaPos += deltaPos; + this->deltaAxis += deltaAxis; + this->isDisturbed = this->isForwarded = true; } inline bool CustomBodyState::IsSpatiallyAltered() const @@ -328,11 +328,11 @@ namespace Oyster inline bool CustomBodyState::IsDisturbed() const { return this->isDisturbed; - } + } - inline bool CustomBodyState::IsForwarded() const - { - return this->isForwarded; + inline bool CustomBodyState::IsForwarded() const + { + return this->isForwarded; } inline GravityWell::GravityWell( ) @@ -341,13 +341,13 @@ namespace Oyster this->mass = 0.0f; } - inline GravityWell::GravityWell( const GravityWell& gravityWell ) + inline GravityWell::GravityWell( const GravityWell &gravityWell ) { this->position = gravityWell.position; this->mass = gravityWell.mass; } - GravityWell& GravityWell::operator=( const GravityWell& gravityWell ) + GravityWell & GravityWell::operator = ( const GravityWell &gravityWell ) { this->position = gravityWell.position; this->mass = gravityWell.mass; @@ -360,12 +360,12 @@ namespace Oyster this->impulse = ::Oyster::Math::Float3::null; } - inline GravityDirected::GravityDirected( const GravityDirected& gravityDirected ) + inline GravityDirected::GravityDirected( const GravityDirected &gravityDirected ) { this->impulse = gravityDirected.impulse; } - inline GravityDirected& GravityDirected::operator=( const GravityDirected& gravityDirected ) + inline GravityDirected & GravityDirected::operator = ( const GravityDirected &gravityDirected ) { this->impulse = gravityDirected.impulse; @@ -379,13 +379,14 @@ namespace Oyster this->magnitude = 0.0f; } - inline GravityDirectedField::GravityDirectedField( const GravityDirectedField& gravityDirectedField ) + inline GravityDirectedField::GravityDirectedField( const GravityDirectedField &gravityDirectedField ) { this->normalizedDirection = gravityDirectedField.normalizedDirection; this->mass = gravityDirectedField.mass; this->magnitude = gravityDirectedField.magnitude; } - inline GravityDirectedField& GravityDirectedField::operator=( const GravityDirectedField& gravityDirectedField ) + + inline GravityDirectedField& GravityDirectedField::operator = ( const GravityDirectedField &gravityDirectedField ) { this->normalizedDirection = gravityDirectedField.normalizedDirection; this->mass = gravityDirectedField.mass; @@ -399,40 +400,34 @@ namespace Oyster this->gravityType = GravityType_Undefined; } - inline Gravity::Gravity( const Gravity& gravity ) + inline Gravity::Gravity( const Gravity &gravity ) { - switch(gravity.gravityType) + switch( gravity.gravityType ) { case GravityType_Well: - this->well.position = gravity.well.position; - this->well.mass = gravity.well.mass; + this->well = gravity.well; break; case GravityType_Directed: - this->directed.impulse = gravity.directed.impulse; + this->directed = gravity.directed; break; case GravityType_DirectedField: - this->directedField.normalizedDirection = gravity.directedField.normalizedDirection; - this->directedField.magnitude = gravity.directedField.magnitude; - this->directedField.mass = gravity.directedField.mass; + this->directedField = gravity.directedField; break; } } - inline Gravity& Gravity::operator=( const Gravity& gravity ) + inline Gravity & Gravity::operator = ( const Gravity &gravity ) { - switch(gravity.gravityType) + switch( gravity.gravityType ) { case GravityType_Well: - this->well.position = gravity.well.position; - this->well.mass = gravity.well.mass; + this->well = gravity.well; break; case GravityType_Directed: - this->directed.impulse = gravity.directed.impulse; + this->directed = gravity.directed; break; case GravityType_DirectedField: - this->directedField.normalizedDirection = gravity.directedField.normalizedDirection; - this->directedField.magnitude = gravity.directedField.magnitude; - this->directedField.mass = gravity.directedField.mass; + this->directedField = gravity.directedField; break; } diff --git a/Code/GamePhysics/PhysicsStructs.h b/Code/GamePhysics/PhysicsStructs.h index 763e7ab4..bf6c0618 100644 --- a/Code/GamePhysics/PhysicsStructs.h +++ b/Code/GamePhysics/PhysicsStructs.h @@ -122,8 +122,8 @@ namespace Oyster { namespace Physics ::Oyster::Math::Float mass; GravityWell( ); - GravityWell( const GravityWell& gravityWell ); - GravityWell& operator=( const GravityWell& gravityWell ); + GravityWell( const GravityWell &gravityWell ); + GravityWell& operator=( const GravityWell &gravityWell ); }; struct GravityDirected @@ -131,8 +131,8 @@ namespace Oyster { namespace Physics ::Oyster::Math::Float3 impulse; GravityDirected( ); - GravityDirected( const GravityDirected& gravityDirected ); - GravityDirected& operator=( const GravityDirected& gravityDirected ); + GravityDirected( const GravityDirected &gravityDirected ); + GravityDirected & operator = ( const GravityDirected &gravityDirected ); }; struct GravityDirectedField @@ -142,8 +142,8 @@ namespace Oyster { namespace Physics ::Oyster::Math::Float magnitude; GravityDirectedField( ); - GravityDirectedField( const GravityDirectedField& gravityDirectedField ); - GravityDirectedField& operator=( const GravityDirectedField& gravityDirectedField ); + GravityDirectedField( const GravityDirectedField &gravityDirectedField ); + GravityDirectedField & operator=( const GravityDirectedField &gravityDirectedField ); }; struct Gravity @@ -175,9 +175,8 @@ namespace Oyster { namespace Physics }; Gravity( ); - Gravity( const Gravity& gravity ); - Gravity& operator=( const Gravity& gravity ); - + Gravity( const Gravity &gravity ); + Gravity & operator = ( const Gravity &gravity ); }; } } }