post merge + minor edits
derepetifified code in struct Gravity and some cosmetic consistency edits.
This commit is contained in:
parent
c39e2fe791
commit
938447879f
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@ -1,6 +1,22 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ShowAllFiles>true</ShowAllFiles>
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<ShowAllFiles>false</ShowAllFiles>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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</Project>
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@ -12,8 +12,8 @@ namespace Oyster
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inline SimpleBodyDescription::SimpleBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float4::null;
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this->size = ::Oyster::Math::Float4( 1.0f );
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this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
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this->size = ::Oyster::Math::Float4( 1.0f );
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this->mass = 12.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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@ -23,76 +23,76 @@ namespace Oyster
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inline SphericalBodyDescription::SphericalBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float4::null;
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this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 ¢erPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum )
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inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 ¢erPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum )
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{
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this->mass = mass;
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this->restitutionCoeff = restitutionCoeff;
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this->staticFrictionCoeff = staticFrictionCoeff;
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this->kineticFrictionCoeff = kineticFrictionCoeff;
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this->inertiaTensor = inertiaTensor;
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this->reach = reach;
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this->centerPos = centerPos;
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this->angularAxis = rotation;
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this->linearMomentum = linearMomentum;
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this->angularMomentum = angularMomentum;
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this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null;
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this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null;
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this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false;
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this->mass = mass;
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this->restitutionCoeff = restitutionCoeff;
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this->staticFrictionCoeff = staticFrictionCoeff;
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this->kineticFrictionCoeff = kineticFrictionCoeff;
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this->inertiaTensor = inertiaTensor;
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this->reach = reach;
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this->centerPos = centerPos;
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this->angularAxis = rotation;
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this->linearMomentum = linearMomentum;
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this->angularMomentum = angularMomentum;
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this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null;
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this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null;
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this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false;
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}
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inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
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{
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this->mass = state.mass;
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this->restitutionCoeff = state.restitutionCoeff;
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this->staticFrictionCoeff = state.staticFrictionCoeff;
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this->kineticFrictionCoeff = state.kineticFrictionCoeff;
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this->inertiaTensor = state.inertiaTensor;
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this->mass = state.mass;
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this->restitutionCoeff = state.restitutionCoeff;
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this->staticFrictionCoeff = state.staticFrictionCoeff;
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this->kineticFrictionCoeff = state.kineticFrictionCoeff;
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this->inertiaTensor = state.inertiaTensor;
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this->reach = state.reach;
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this->centerPos = state.centerPos;
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this->angularAxis = state.angularAxis;
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this->linearMomentum = state.linearMomentum;
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this->angularMomentum = state.angularMomentum;
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this->linearImpulse = state.linearImpulse;
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this->angularImpulse = state.angularImpulse;
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this->deltaPos = state.deltaPos;
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this->deltaAxis = state.deltaAxis;
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this->linearMomentum = state.linearMomentum;
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this->angularMomentum = state.angularMomentum;
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this->linearImpulse = state.linearImpulse;
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this->angularImpulse = state.angularImpulse;
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this->deltaPos = state.deltaPos;
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this->deltaAxis = state.deltaAxis;
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this->isSpatiallyAltered = state.isSpatiallyAltered;
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this->isDisturbed = state.isDisturbed;
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this->isForwarded = state.isForwarded;
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this->isForwarded = state.isForwarded;
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return *this;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
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{
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return this->mass;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetMass() const
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{
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return this->mass;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
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{
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return this->restitutionCoeff;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetRestitutionCoeff() const
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{
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return this->restitutionCoeff;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Static() const
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{
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return this->staticFrictionCoeff;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Static() const
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{
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return this->staticFrictionCoeff;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Kinetic() const
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{
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return this->kineticFrictionCoeff;
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}
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inline const ::Oyster::Math::Float CustomBodyState::GetFrictionCoeff_Kinetic() const
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{
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return this->kineticFrictionCoeff;
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}
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inline const ::Oyster::Math::Float4x4 & CustomBodyState::GetMomentOfInertia() const
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{
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return this->inertiaTensor;
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}
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inline const ::Oyster::Math::Float4x4 & CustomBodyState::GetMomentOfInertia() const
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{
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return this->inertiaTensor;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
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{
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@ -119,126 +119,126 @@ namespace Oyster
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return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const
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{
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return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation() const
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{
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return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation( const ::Oyster::Math::Float4 &offset ) const
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{
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return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetOrientation( const ::Oyster::Math::Float4 &offset ) const
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{
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return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
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{
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return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
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{
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return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float4 &offset ) const
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{
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return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz );
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}
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inline ::Oyster::Math::Float4x4 CustomBodyState::GetView( const ::Oyster::Math::Float4 &offset ) const
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{
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return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, (this->centerPos + offset).xyz );
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
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{
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return this->linearMomentum;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
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{
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return this->linearMomentum;
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}
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inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
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{
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//return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos ); // C3083 error?
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return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f );
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}
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inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
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{
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//return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos ); // C3083 error?
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return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f );
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
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{
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return this->angularMomentum;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
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{
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return this->angularMomentum;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearImpulse() const
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{
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return this->linearImpulse;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearImpulse() const
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{
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return this->linearImpulse;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularImpulse() const
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{
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return this->angularImpulse;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularImpulse() const
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{
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return this->angularImpulse;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaPos() const
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{
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return this->deltaPos;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaPos() const
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{
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return this->deltaPos;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaAxis() const
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{
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return this->deltaAxis;
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}
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inline const ::Oyster::Math::Float4 & CustomBodyState::GetForward_DeltaAxis() const
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{
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return this->deltaAxis;
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}
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inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
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{
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this->mass = m;
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}
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inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m )
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{
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if( m != 0.0f )
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{ // sanity block!
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// Formula::LinearMomentum( m, Formula::LinearVelocity(this->mass, this->linearMomentum) )
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// is the same as (this->linearMomentum / this->mass) * m = (m / this->mass) * this->linearMomentum
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this->linearMomentum *= (m / this->mass);
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inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
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{
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this->mass = m;
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}
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}
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inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
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{
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this->restitutionCoeff = e;
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}
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inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU )
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{
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this->staticFrictionCoeff = staticU;
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this->kineticFrictionCoeff = kineticU;
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}
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inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor )
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{
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this->inertiaTensor = tensor;
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}
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inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor )
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{
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if( tensor.GetDeterminant() != 0.0f )
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{ // sanity block!
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::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz);
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//::Oyster::Math::Float4 w = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum ); // C3083 error?
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::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum;
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this->inertiaTensor = tensor;
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//this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error?
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this->angularMomentum = rotation * tensor * w;
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inline void CustomBodyState::SetMass_KeepVelocity( ::Oyster::Math::Float m )
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{
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if( m != 0.0f )
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{ // sanity block!
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// Formula::LinearMomentum( m, Formula::LinearVelocity(this->mass, this->linearMomentum) )
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// is the same as (this->linearMomentum / this->mass) * m = (m / this->mass) * this->linearMomentum
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this->linearMomentum *= (m / this->mass);
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this->mass = m;
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}
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}
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}
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inline void CustomBodyState::SetSize( const ::Oyster::Math::Float4 &size )
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inline void CustomBodyState::SetRestitutionCoeff( ::Oyster::Math::Float e )
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{
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this->restitutionCoeff = e;
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}
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inline void CustomBodyState::SetFrictionCoeff( ::Oyster::Math::Float staticU, ::Oyster::Math::Float kineticU )
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{
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this->staticFrictionCoeff = staticU;
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this->kineticFrictionCoeff = kineticU;
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}
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inline void CustomBodyState::SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &tensor )
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{
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this->inertiaTensor = tensor;
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}
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inline void CustomBodyState::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &tensor )
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{
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if( tensor.GetDeterminant() != 0.0f )
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{ // sanity block!
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::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz);
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//::Oyster::Math::Float4 w = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum ); // C3083 error?
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::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum;
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this->inertiaTensor = tensor;
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//this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error?
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this->angularMomentum = rotation * tensor * w;
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}
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}
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inline void CustomBodyState::SetSize( const ::Oyster::Math::Float4 &size )
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{
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this->SetReach( 0.5f * size );
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}
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inline void CustomBodyState::SetReach( const ::Oyster::Math::Float4 &halfSize )
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inline void CustomBodyState::SetReach( const ::Oyster::Math::Float4 &halfSize )
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{
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this->reach.xyz = halfSize;
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this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float4 ¢erPos )
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inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float4 ¢erPos )
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{
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this->centerPos.xyz = centerPos;
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this->isSpatiallyAltered = this->isDisturbed = true;
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}
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4 &angularAxis )
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4 &angularAxis )
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{
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this->angularAxis.xyz = angularAxis;
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this->isSpatiallyAltered = this->isDisturbed = true;
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@ -246,78 +246,78 @@ namespace Oyster
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inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
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{
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this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation) );
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}
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this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation) );
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}
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inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float4x4 &orientation )
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{
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this->SetRotation( ::Oyster::Math3D::ExtractAngularAxis(orientation) );
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this->SetCenterPosition( orientation.v[3] );
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}
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inline void CustomBodyState::SetOrientation( const ::Oyster::Math::Float4x4 &orientation )
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{
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this->SetRotation( ::Oyster::Math3D::ExtractAngularAxis(orientation) );
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this->SetCenterPosition( orientation.v[3] );
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}
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inline void CustomBodyState::SetLinearMomentum( const ::Oyster::Math::Float4 &g )
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{
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this->linearMomentum.xyz = g;
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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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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 );
|
||||
};
|
||||
}
|
||||
} }
|
||||
|
|
Loading…
Reference in New Issue