Merge remote-tracking branch 'origin/Physics' into GameLogic
This commit is contained in:
commit
a070e4d459
|
@ -1,6 +1,22 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<ShowAllFiles>true</ShowAllFiles>
|
<ShowAllFiles>false</ShowAllFiles>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -38,6 +38,27 @@ namespace
|
||||||
Float protoG_Magnitude = protoG.Dot( normal ),
|
Float protoG_Magnitude = protoG.Dot( normal ),
|
||||||
deuterG_Magnitude = deuterG.Dot( normal );
|
deuterG_Magnitude = deuterG.Dot( normal );
|
||||||
|
|
||||||
|
// if they are not relatively moving towards eachother, there is no collision
|
||||||
|
Float deltaPos = normal.Dot( deuterState.GetCenterPosition() - protoState.GetCenterPosition() );
|
||||||
|
if( deltaPos < 0.0f )
|
||||||
|
{
|
||||||
|
if( protoG_Magnitude >= deuterG_Magnitude )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if( deltaPos > 0.0f )
|
||||||
|
{
|
||||||
|
if( protoG_Magnitude <= deuterG_Magnitude )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
// bounce
|
// bounce
|
||||||
Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
|
Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
|
||||||
deuterState.GetMass(), deuterG_Magnitude,
|
deuterState.GetMass(), deuterG_Magnitude,
|
||||||
|
@ -65,14 +86,14 @@ namespace
|
||||||
//sumJ += ( 1 / deuterState.GetMass() )*frictionImpulse;
|
//sumJ += ( 1 / deuterState.GetMass() )*frictionImpulse;
|
||||||
// FRICTION END
|
// FRICTION END
|
||||||
|
|
||||||
Float4 forwardedDeltaPos, forwardedDeltaAxis;
|
// Float4 forwardedDeltaPos, forwardedDeltaAxis;
|
||||||
{ // @todo TODO: is this right?
|
// { // @todo TODO: is this right?
|
||||||
Float4 bounceAngularImpulse = ::Oyster::Math::Float4( (worldPointOfContact - protoState.GetCenterPosition()).xyz.Cross(bounce.xyz), 0.0f ),
|
// Float4 bounceAngularImpulse = ::Oyster::Math::Float4( (worldPointOfContact - protoState.GetCenterPosition()).xyz.Cross(bounce.xyz), 0.0f ),
|
||||||
bounceLinearImpulse = bounce - bounceAngularImpulse;
|
// bounceLinearImpulse = bounce - bounceAngularImpulse;
|
||||||
proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() );
|
// proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() );
|
||||||
}
|
// }
|
||||||
|
|
||||||
protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis );
|
// protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis );
|
||||||
protoState.ApplyImpulse( bounce, worldPointOfContact, normal );
|
protoState.ApplyImpulse( bounce, worldPointOfContact, normal );
|
||||||
proto->SetState( protoState );
|
proto->SetState( protoState );
|
||||||
}
|
}
|
||||||
|
|
|
@ -113,6 +113,8 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
|
||||||
this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
|
this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
|
||||||
this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
|
this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
|
||||||
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
||||||
|
this->rigid.SetMass_KeepMomentum( state.GetMass() );
|
||||||
|
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
|
||||||
|
|
||||||
if( state.IsForwarded() )
|
if( state.IsForwarded() )
|
||||||
{
|
{
|
||||||
|
|
|
@ -83,6 +83,8 @@ void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
|
||||||
this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
|
this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
|
||||||
this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
|
this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
|
||||||
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
|
||||||
|
this->rigid.SetMass_KeepMomentum( state.GetMass() );
|
||||||
|
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
|
||||||
|
|
||||||
if( state.IsForwarded() )
|
if( state.IsForwarded() )
|
||||||
{
|
{
|
||||||
|
|
|
@ -2,15 +2,18 @@
|
||||||
#define PHYSICS_STRUCTS_IMPL_H
|
#define PHYSICS_STRUCTS_IMPL_H
|
||||||
|
|
||||||
#include "PhysicsStructs.h"
|
#include "PhysicsStructs.h"
|
||||||
|
#include "OysterPhysics3D.h"
|
||||||
|
|
||||||
namespace Oyster { namespace Physics
|
namespace Oyster
|
||||||
|
{
|
||||||
|
namespace Physics
|
||||||
{
|
{
|
||||||
namespace Struct
|
namespace Struct
|
||||||
{
|
{
|
||||||
inline SimpleBodyDescription::SimpleBodyDescription()
|
inline SimpleBodyDescription::SimpleBodyDescription()
|
||||||
{
|
{
|
||||||
this->rotation = ::Oyster::Math::Float4x4::identity;
|
this->rotation = ::Oyster::Math::Float4x4::identity;
|
||||||
this->centerPosition = ::Oyster::Math::Float4::null;
|
this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
|
||||||
this->size = ::Oyster::Math::Float4( 1.0f );
|
this->size = ::Oyster::Math::Float4( 1.0f );
|
||||||
this->mass = 12.0f;
|
this->mass = 12.0f;
|
||||||
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
|
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
|
||||||
|
@ -21,7 +24,7 @@ namespace Oyster { namespace Physics
|
||||||
inline SphericalBodyDescription::SphericalBodyDescription()
|
inline SphericalBodyDescription::SphericalBodyDescription()
|
||||||
{
|
{
|
||||||
this->rotation = ::Oyster::Math::Float4x4::identity;
|
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->radius = 0.5f;
|
||||||
this->mass = 10.0f;
|
this->mass = 10.0f;
|
||||||
this->subscription = NULL;
|
this->subscription = NULL;
|
||||||
|
@ -122,11 +125,21 @@ namespace Oyster { namespace Physics
|
||||||
return ::Oyster::Math3D::OrientationMatrix( this->angularAxis.xyz, this->centerPos.xyz );
|
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::GetView() const
|
inline ::Oyster::Math::Float4x4 CustomBodyState::GetView() const
|
||||||
{
|
{
|
||||||
return ::Oyster::Math3D::ViewMatrix( this->angularAxis.xyz, this->centerPos.xyz );
|
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 const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetLinearMomentum() const
|
||||||
{
|
{
|
||||||
return this->linearMomentum;
|
return this->linearMomentum;
|
||||||
|
@ -134,8 +147,7 @@ namespace Oyster { namespace Physics
|
||||||
|
|
||||||
inline ::Oyster::Math::Float4 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const
|
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::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos );
|
||||||
return this->linearMomentum + ::Oyster::Math::Float4( this->angularMomentum.xyz.Cross((at - this->centerPos).xyz), 0.0f );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
|
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularMomentum() const
|
||||||
|
@ -200,11 +212,9 @@ namespace Oyster { namespace Physics
|
||||||
if( tensor.GetDeterminant() != 0.0f )
|
if( tensor.GetDeterminant() != 0.0f )
|
||||||
{ // sanity block!
|
{ // sanity block!
|
||||||
::Oyster::Math::Float4x4 rotation = ::Oyster::Math3D::RotationMatrix(this->angularAxis.xyz);
|
::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 = ::Oyster::Physics3D::Formula::AngularVelocity( (rotation * this->inertiaTensor).GetInverse(), this->angularMomentum );
|
||||||
::Oyster::Math::Float4 w = (rotation * this->inertiaTensor).GetInverse() * this->angularMomentum;
|
|
||||||
this->inertiaTensor = tensor;
|
this->inertiaTensor = tensor;
|
||||||
//this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w ); // C3083 error?
|
this->angularMomentum = ::Oyster::Physics3D::Formula::AngularMomentum( rotation * tensor, w );
|
||||||
this->angularMomentum = rotation * tensor * w;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -293,10 +303,10 @@ namespace Oyster { namespace Physics
|
||||||
|
|
||||||
inline void CustomBodyState::ApplyImpulse( const ::Oyster::Math::Float4 &j, const ::Oyster::Math::Float4 &at, const ::Oyster::Math::Float4 &normal )
|
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 offset = at - this->centerPos;
|
||||||
::Oyster::Math::Float4 tangentialImpulse = ::Oyster::Math::Float4( (at - this->centerPos).xyz.Cross(j.xyz), 0.0f );
|
::Oyster::Math::Float4 deltaAngularImpulse = ::Oyster::Physics3D::Formula::AngularMomentum( j, offset );
|
||||||
this->linearImpulse += j - tangentialImpulse;
|
this->linearImpulse += j - ::Oyster::Physics3D::Formula::TangentialLinearMomentum( deltaAngularImpulse, offset );
|
||||||
this->angularImpulse += tangentialImpulse;
|
this->angularImpulse += deltaAngularImpulse;
|
||||||
|
|
||||||
this->isDisturbed = true;
|
this->isDisturbed = true;
|
||||||
}
|
}
|
||||||
|
@ -322,7 +332,113 @@ namespace Oyster { namespace Physics
|
||||||
{
|
{
|
||||||
return this->isForwarded;
|
return this->isForwarded;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline GravityWell::GravityWell( )
|
||||||
|
{
|
||||||
|
this->position = ::Oyster::Math::Float3::null;
|
||||||
|
this->mass = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline GravityWell::GravityWell( const GravityWell &gravityWell )
|
||||||
|
{
|
||||||
|
this->position = gravityWell.position;
|
||||||
|
this->mass = gravityWell.mass;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline GravityWell & GravityWell::operator = ( const GravityWell &gravityWell )
|
||||||
|
{
|
||||||
|
this->position = gravityWell.position;
|
||||||
|
this->mass = gravityWell.mass;
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline GravityDirected::GravityDirected( )
|
||||||
|
{
|
||||||
|
this->impulse = ::Oyster::Math::Float3::null;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline GravityDirected::GravityDirected( const GravityDirected &gravityDirected )
|
||||||
|
{
|
||||||
|
this->impulse = gravityDirected.impulse;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline GravityDirected & GravityDirected::operator = ( const GravityDirected &gravityDirected )
|
||||||
|
{
|
||||||
|
this->impulse = gravityDirected.impulse;
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline GravityDirectedField::GravityDirectedField( )
|
||||||
|
{
|
||||||
|
this->normalizedDirection = ::Oyster::Math::Float3::null;
|
||||||
|
this->mass = 0.0f;
|
||||||
|
this->magnitude = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
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 )
|
||||||
|
{
|
||||||
|
this->normalizedDirection = gravityDirectedField.normalizedDirection;
|
||||||
|
this->mass = gravityDirectedField.mass;
|
||||||
|
this->magnitude = gravityDirectedField.magnitude;
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Gravity::Gravity()
|
||||||
|
{
|
||||||
|
this->gravityType = GravityType_Undefined;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Gravity::Gravity( const Gravity &gravity )
|
||||||
|
{
|
||||||
|
this->gravityType = gravity.gravityType;
|
||||||
|
|
||||||
|
switch( gravity.gravityType )
|
||||||
|
{
|
||||||
|
case GravityType_Well:
|
||||||
|
this->well = gravity.well;
|
||||||
|
break;
|
||||||
|
case GravityType_Directed:
|
||||||
|
this->directed = gravity.directed;
|
||||||
|
break;
|
||||||
|
case GravityType_DirectedField:
|
||||||
|
this->directedField = gravity.directedField;
|
||||||
|
break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Gravity & Gravity::operator = ( const Gravity &gravity )
|
||||||
|
{
|
||||||
|
this->gravityType = gravity.gravityType;
|
||||||
|
|
||||||
|
switch( gravity.gravityType )
|
||||||
|
{
|
||||||
|
case GravityType_Well:
|
||||||
|
this->well = gravity.well;
|
||||||
|
break;
|
||||||
|
case GravityType_Directed:
|
||||||
|
this->directed = gravity.directed;
|
||||||
|
break;
|
||||||
|
case GravityType_DirectedField:
|
||||||
|
this->directedField = gravity.directedField;
|
||||||
|
break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} }
|
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -60,7 +60,9 @@ namespace Oyster { namespace Physics
|
||||||
const ::Oyster::Math::Float4 & GetAngularAxis() const;
|
const ::Oyster::Math::Float4 & GetAngularAxis() const;
|
||||||
::Oyster::Math::Float4x4 GetRotation() const;
|
::Oyster::Math::Float4x4 GetRotation() const;
|
||||||
::Oyster::Math::Float4x4 GetOrientation() const;
|
::Oyster::Math::Float4x4 GetOrientation() const;
|
||||||
|
::Oyster::Math::Float4x4 GetOrientation( const ::Oyster::Math::Float4 &offset ) const;
|
||||||
::Oyster::Math::Float4x4 GetView() const;
|
::Oyster::Math::Float4x4 GetView() const;
|
||||||
|
::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float4 &offset ) const;
|
||||||
const ::Oyster::Math::Float4 & GetLinearMomentum() const;
|
const ::Oyster::Math::Float4 & GetLinearMomentum() const;
|
||||||
::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const;
|
::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float4 &at ) const;
|
||||||
const ::Oyster::Math::Float4 & GetAngularMomentum() const;
|
const ::Oyster::Math::Float4 & GetAngularMomentum() const;
|
||||||
|
@ -108,9 +110,78 @@ namespace Oyster { namespace Physics
|
||||||
|
|
||||||
bool isSpatiallyAltered, isDisturbed, isForwarded;
|
bool isSpatiallyAltered, isDisturbed, isForwarded;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
###############################################################################
|
||||||
|
Can't define structs inside structs in a union therefor they are declared here.
|
||||||
|
###############################################################################
|
||||||
|
*/
|
||||||
|
struct GravityWell
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float3 position;
|
||||||
|
::Oyster::Math::Float mass;
|
||||||
|
|
||||||
|
GravityWell( );
|
||||||
|
GravityWell( const GravityWell &gravityWell );
|
||||||
|
GravityWell& operator=( const GravityWell &gravityWell );
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GravityDirected
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float3 impulse;
|
||||||
|
|
||||||
|
GravityDirected( );
|
||||||
|
GravityDirected( const GravityDirected &gravityDirected );
|
||||||
|
GravityDirected & operator = ( const GravityDirected &gravityDirected );
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GravityDirectedField
|
||||||
|
{
|
||||||
|
::Oyster::Math::Float3 normalizedDirection;
|
||||||
|
::Oyster::Math::Float mass;
|
||||||
|
::Oyster::Math::Float magnitude;
|
||||||
|
|
||||||
|
GravityDirectedField( );
|
||||||
|
GravityDirectedField( const GravityDirectedField &gravityDirectedField );
|
||||||
|
GravityDirectedField & operator=( const GravityDirectedField &gravityDirectedField );
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Gravity
|
||||||
|
{
|
||||||
|
enum GravityType
|
||||||
|
{
|
||||||
|
GravityType_Undefined = -1,
|
||||||
|
GravityType_Well = 0,
|
||||||
|
GravityType_Directed = 1,
|
||||||
|
GravityType_DirectedField = 2,
|
||||||
|
} gravityType;
|
||||||
|
|
||||||
|
union
|
||||||
|
{
|
||||||
|
struct
|
||||||
|
{
|
||||||
|
GravityWell well;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct
|
||||||
|
{
|
||||||
|
GravityDirected directed;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct
|
||||||
|
{
|
||||||
|
GravityDirectedField directedField;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
Gravity( );
|
||||||
|
Gravity( const Gravity &gravity );
|
||||||
|
Gravity & operator = ( const Gravity &gravity );
|
||||||
|
};
|
||||||
}
|
}
|
||||||
} }
|
} }
|
||||||
|
|
||||||
|
|
||||||
#include "PhysicsStructs-Impl.h"
|
#include "PhysicsStructs-Impl.h"
|
||||||
|
|
||||||
#endif
|
#endif
|
|
@ -0,0 +1,2 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<ClassDiagram />
|
|
@ -63,7 +63,7 @@ namespace Oyster { namespace Physics3D
|
||||||
******************************************************************/
|
******************************************************************/
|
||||||
inline ::Oyster::Math::Float4 TangentialLinearMomentum( const ::Oyster::Math::Float4 &angularMomentum, const ::Oyster::Math::Float4 &worldOffset )
|
inline ::Oyster::Math::Float4 TangentialLinearMomentum( const ::Oyster::Math::Float4 &angularMomentum, const ::Oyster::Math::Float4 &worldOffset )
|
||||||
{
|
{
|
||||||
return ::Oyster::Math::Float4( angularMomentum.xyz.Cross(worldOffset.xyz), 0.0f );
|
return ::Oyster::Math::Float4( angularMomentum.xyz.Cross(worldOffset.xyz), 0.0f ) /= worldOffset.Dot( worldOffset );
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************
|
/******************************************************************
|
||||||
|
@ -126,7 +126,7 @@ namespace Oyster { namespace Physics3D
|
||||||
******************************************************************/
|
******************************************************************/
|
||||||
inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
|
inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
|
||||||
{
|
{
|
||||||
return angularMomentum.Cross( worldOffset );
|
return angularMomentum.Cross( worldOffset ) /= worldOffset.Dot( worldOffset );
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************
|
/******************************************************************
|
||||||
|
@ -135,7 +135,7 @@ namespace Oyster { namespace Physics3D
|
||||||
******************************************************************/
|
******************************************************************/
|
||||||
inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
|
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), worldOffset );
|
return TangentialLinearMomentum( AngularMomentum(momentOfInertia, angularVelocity), worldOffset ) /= worldOffset.Dot( worldOffset );
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************
|
/******************************************************************
|
||||||
|
@ -144,7 +144,7 @@ namespace Oyster { namespace Physics3D
|
||||||
******************************************************************/
|
******************************************************************/
|
||||||
inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &worldOffset )
|
inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &worldOffset )
|
||||||
{
|
{
|
||||||
return impulseTorque.Cross( worldOffset );
|
return impulseTorque.Cross( worldOffset ) /= worldOffset.Dot( worldOffset );
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************
|
/******************************************************************
|
||||||
|
@ -207,7 +207,7 @@ namespace Oyster { namespace Physics3D
|
||||||
******************************************************************/
|
******************************************************************/
|
||||||
inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
|
inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
|
||||||
{
|
{
|
||||||
return angularVelocity.Cross( worldOffset );
|
return angularVelocity.Cross( worldOffset ) /= worldOffset.Dot( worldOffset );
|
||||||
}
|
}
|
||||||
|
|
||||||
/******************************************************************
|
/******************************************************************
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<ShowAllFiles>true</ShowAllFiles>
|
<ShowAllFiles>false</ShowAllFiles>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -58,7 +58,7 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength )
|
||||||
Float4x4 wMomentOfInertiaTensor = TransformMatrix( rotationMatrix, this->momentOfInertiaTensor ); // RI
|
Float4x4 wMomentOfInertiaTensor = TransformMatrix( rotationMatrix, this->momentOfInertiaTensor ); // RI
|
||||||
|
|
||||||
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
|
||||||
this->axis += Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
|
this->axis += Radian( Formula::AngularVelocity(wMomentOfInertiaTensor.GetInverse(), AverageWithDelta(this->momentum_Angular, this->impulse_Angular)) );
|
||||||
this->rotation = Rotation( this->axis );
|
this->rotation = Rotation( this->axis );
|
||||||
|
|
||||||
// update momentums and clear impulse_Linear and impulse_Angular
|
// update momentums and clear impulse_Linear and impulse_Angular
|
||||||
|
|
Loading…
Reference in New Issue