diff --git a/Code/OysterPhysics3D/OysterPhysics3D.h b/Code/OysterPhysics3D/OysterPhysics3D.h index 16d0e158..970d739e 100644 --- a/Code/OysterPhysics3D/OysterPhysics3D.h +++ b/Code/OysterPhysics3D/OysterPhysics3D.h @@ -278,7 +278,7 @@ namespace Oyster { namespace Physics3D /** @todo TODO: add MomentOfInertia tensor formulas */ inline ::Oyster::Math::Float CalculateSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) { - return ::Utility::Value::Radian( 2.0f / 5.0f ) * mass * radius * radius; + return (2.0f/5.0f)*mass*radius*radius; } inline ::Oyster::Math::Float4x4 Sphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) @@ -293,7 +293,7 @@ namespace Oyster { namespace Physics3D inline ::Oyster::Math::Float CalculateHollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) { - return ::Utility::Value::Radian( 2.0f / 3.0f ) * mass * radius * radius; + return (2.0f/3.0f)*mass*radius*radius; } inline ::Oyster::Math::Float4x4 HollowSphere( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) @@ -308,38 +308,38 @@ namespace Oyster { namespace Physics3D inline ::Oyster::Math::Float CalculateCuboidX( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float depth ) { - return ::Utility::Value::Radian( 1.0f / 12.0f ) * mass * (height * height + depth * depth); + return (1.0f/12.0f)*mass*(height*height + depth*depth); } inline ::Oyster::Math::Float CalculateCuboidY( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) { - return ::Utility::Value::Radian( 1.0f / 12.0f ) * mass * (width * width + depth * depth ); + return (1.0f/12.0f)*mass*(width*width + depth*depth); } inline ::Oyster::Math::Float CalculateCuboidZ( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float width, const ::Oyster::Math::Float height ) { - return ::Utility::Value::Radian( 1.0f / 12.0f ) * mass * (height * height + width * width ); + return (1.0f/12.0f)*mass*(height*height + width*width); } inline ::Oyster::Math::Float4x4 Cuboid( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) { ::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity; - inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidX( mass, height, depth ); - inertia.m[1][1] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidY( mass, width, depth ); - inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidZ( mass, height, width ); + inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidX( mass , height, depth ); + inertia.m[1][1] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidY( mass , width, depth ); + inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCuboidZ( mass , height, width ); return inertia; } inline ::Oyster::Math::Float CalculateRodCenter( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) { - return ::Utility::Value::Radian( 1.0f / 12.0f ) * mass * length * length; + return (1.0f/12.0f)*mass*(length*length); } inline ::Oyster::Math::Float4x4 RodCenter( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) { ::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity; - inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateRodCenter( mass, length ); + inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateRodCenter( mass , length ); inertia.m[1][1] = inertia.m[0][0]; inertia.m[2][2] = inertia.m[0][0]; @@ -348,20 +348,20 @@ namespace Oyster { namespace Physics3D inline ::Oyster::Math::Float CalculateCylinderXY( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) { - return ::Utility::Value::Radian( 1.0f / 12.0f ) * mass * ( 3.0f * radius * radius + height * height ); + return (1.0f/12.0f)*mass*(3.0f*radius*radius + height*height); } inline ::Oyster::Math::Float CalculateCylinderZ( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius ) { - return ::Utility::Value::Radian( 0.5f ) * mass * ( radius * radius ); + return 0.5f*mass*(radius*radius); } inline ::Oyster::Math::Float4x4 Cylinder( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) { ::Oyster::Math::Float4x4 inertia = ::Oyster::Math::Float4x4::identity; - inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderXY( mass, height, radius ); + inertia.m[0][0] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderXY( mass , height, radius ); inertia.m[1][1] = inertia.m[0][0]; - inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderZ( mass, radius ); + inertia.m[2][2] = ::Oyster::Physics3D::Formula::MomentOfInertia::CalculateCylinderZ( mass , radius ); return inertia; }