Merge branch 'master' of https://github.com/dean11/Danbias into Graphics
This commit is contained in:
commit
a628d8a488
|
@ -90,7 +90,7 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -101,7 +101,7 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -114,7 +114,7 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -129,7 +129,7 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -141,6 +141,15 @@
|
|||
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
|
||||
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterPhysics3D\OysterPhysics3D.vcxproj">
|
||||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
|
|
@ -0,0 +1,36 @@
|
|||
#ifndef PHYSICS_API_H
|
||||
#define PHYSICS_API_H
|
||||
|
||||
#include "OysterMath.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Physics
|
||||
{
|
||||
class API;
|
||||
class IRigidBody;
|
||||
class IParticle;
|
||||
|
||||
class API
|
||||
{
|
||||
public:
|
||||
static API & Instance();
|
||||
};
|
||||
|
||||
class IRigidBody
|
||||
{
|
||||
public:
|
||||
|
||||
};
|
||||
|
||||
class IParticle
|
||||
{
|
||||
public:
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
namespace Collision
|
||||
{}
|
||||
}
|
||||
#endif
|
|
@ -142,6 +142,7 @@
|
|||
<ClCompile Include="WinTimer.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Utilities-InlineImpl.h" />
|
||||
<ClInclude Include="Utilities.h" />
|
||||
<ClInclude Include="WinTimer.h" />
|
||||
</ItemGroup>
|
||||
|
|
|
@ -29,5 +29,8 @@
|
|||
<ClInclude Include="WinTimer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Utilities-InlineImpl.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,168 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Inline and template implementations for
|
||||
// the Utility Collection of Miscellanious Handy Functions
|
||||
// © Dan Andersson 2013
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef UTILITIES_INLINE_IMPL_H
|
||||
#define UTILITIES_INLINE_IMPL_H
|
||||
|
||||
#include "Utilities.h"
|
||||
|
||||
namespace Utility
|
||||
{
|
||||
namespace DynamicMemory
|
||||
{
|
||||
template<typename Type>
|
||||
inline void SafeDeleteInstance( Type *dynamicInstance )
|
||||
{
|
||||
if( dynamicInstance )
|
||||
{
|
||||
delete dynamicInstance;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
void SafeDeleteArray( Type dynamicArray[] )
|
||||
{
|
||||
if( dynamicArray )
|
||||
{
|
||||
delete [] dynamicArray;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::UniquePointer( Type *assignedInstance )
|
||||
{
|
||||
this->ownedInstance = assignedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::~UniquePointer()
|
||||
{
|
||||
SafeDeleteInstance( this->ownedInstance );
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( Type *assignedInstance )
|
||||
{
|
||||
SafeDeleteInstance( this->ownedInstance );
|
||||
this->ownedInstance = assignedInstance;
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( const UniquePointer<Type> &donor )
|
||||
{
|
||||
SafeDeleteInstance( this->ownedInstance );
|
||||
this->ownedInstance = donor.ownedInstance;
|
||||
donor.ownedInstance = NULL;
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator Type* ()
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator const Type* () const
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type * UniquePointer<Type>::operator -> ()
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
const Type * UniquePointer<Type>::operator -> () const
|
||||
{
|
||||
return this->ownedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator bool() const
|
||||
{
|
||||
return this->ownedInstance != NULL;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type* UniquePointer<Type>::Release()
|
||||
{
|
||||
Type *copy = this->ownedInstance;
|
||||
this->ownedInstance = NULL;
|
||||
return copy;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
inline bool UniquePointer<Type>::HaveOwnership() const
|
||||
{
|
||||
return this->operator bool();
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::UniqueArray( Type assignedArray[] )
|
||||
{
|
||||
this->ownedArray = assignedArray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::~UniqueArray()
|
||||
{
|
||||
SafeDeleteArray( this->ownedArray );
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type> & UniqueArray<Type>::operator = ( Type assignedArray[] )
|
||||
{
|
||||
SafeDeleteArray( this->ownedArray );
|
||||
this->ownedArray = assignedArray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type> & UniqueArray<Type>::operator = ( const UniqueArray<Type> &donor )
|
||||
{
|
||||
SafeDeleteArray( this->ownedArray );
|
||||
this->ownedArray = donor.ownedInstance;
|
||||
donor.owned = NULL;
|
||||
}
|
||||
|
||||
template<typename Type> template<typename Index>
|
||||
Type & UniqueArray<Type>::operator [] ( Index i )
|
||||
{
|
||||
return this->ownedArray[i];
|
||||
}
|
||||
|
||||
template<typename Type> template<typename Index>
|
||||
const Type & UniqueArray<Type>::operator [] ( Index i ) const
|
||||
{
|
||||
return this->ownedArray[i];
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::operator bool () const
|
||||
{
|
||||
return this->ownedArray != NULL;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
Type* UniqueArray<Type>::Release()
|
||||
{
|
||||
Type *copy = this->ownedArray;
|
||||
this->ownedArray = NULL;
|
||||
return copy;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
inline bool UniqueArray<Type>::HaveOwnership() const
|
||||
{
|
||||
return this->operator bool();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
134
Misc/Utilities.h
134
Misc/Utilities.h
|
@ -3,7 +3,6 @@
|
|||
// © Dan Andersson 2013
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
#ifndef UTILITIES_H
|
||||
#define UTILITIES_H
|
||||
|
||||
|
@ -15,100 +14,97 @@
|
|||
|
||||
namespace Utility
|
||||
{
|
||||
namespace Memory
|
||||
namespace DynamicMemory
|
||||
{
|
||||
/// If dynamicInstance is not NULL, then delete
|
||||
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
|
||||
|
||||
/// If dynamicArray is not NULL, then delete []
|
||||
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
|
||||
|
||||
template<typename Type>
|
||||
struct UniquePointer
|
||||
{
|
||||
{ /// Wrapper to safely transfer dynamic ownership/responsibility
|
||||
public:
|
||||
UniquePointer( Type *assignedMemory = NULL );
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer( Type *assignedInstance = NULL );
|
||||
|
||||
/// Will auto delete assigned dynamic instance.
|
||||
~UniquePointer();
|
||||
|
||||
UniquePointer<Type> & operator = ( Type *assignedMemory );
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer<Type> & operator = ( Type *assignedInstance );
|
||||
|
||||
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
|
||||
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
|
||||
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
|
||||
|
||||
/// Access the assigned dynamic instance. Will crash if nothing there
|
||||
operator Type* ();
|
||||
operator const Type* () const;
|
||||
Type * operator -> ();
|
||||
const Type * operator -> () const;
|
||||
template<typename Index> Type & operator [] ( Index i );
|
||||
template<typename Index> const Type & operator [] ( Index i ) const;
|
||||
|
||||
/// Access the assigned dynamic instance. Will crash if nothing there
|
||||
operator const Type* () const;
|
||||
|
||||
/// Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
Type * operator -> ();
|
||||
|
||||
/// Access members of the assigned dynamic instance. Will crash if nothing there
|
||||
const Type * operator -> () const;
|
||||
|
||||
/// If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
operator bool () const;
|
||||
|
||||
/// This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
|
||||
Type* Release();
|
||||
bool haveOwnership() const;
|
||||
|
||||
/// (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
|
||||
bool HaveOwnership() const;
|
||||
|
||||
private:
|
||||
mutable Type *ownedMemory;
|
||||
mutable Type *ownedInstance;
|
||||
};
|
||||
|
||||
// IMPLEMENTATIONS ////////////////////////////////////////////////
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::UniquePointer( Type *assignedMemory )
|
||||
{ this->ownedMemory = assignedMemory; }
|
||||
struct UniqueArray
|
||||
{ /// Wrapper to safely transfer dynamic ownership/responsibility
|
||||
public:
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray( Type assignedArray[] = NULL );
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::~UniquePointer()
|
||||
{ if( this->ownedMemory ) delete this->ownedMemory; }
|
||||
/// Will auto delete assigned dynamic array.
|
||||
~UniqueArray();
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( Type *assignedMemory )
|
||||
{
|
||||
if( this->ownedPointer ) delete this->ownedMemory;
|
||||
this->ownedMemory = assignedMemory;
|
||||
return *this;
|
||||
}
|
||||
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
|
||||
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray<Type> & operator = ( Type assignedArray[] );
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type> & UniquePointer<Type>::operator = ( const UniquePointer<Type> &donor )
|
||||
{
|
||||
if( this->ownedMemory ) delete this->ownedMemory;
|
||||
this->ownedMemory = donor.ownedMemory;
|
||||
donor.ownedMemory = NULL;
|
||||
return *this;
|
||||
}
|
||||
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
|
||||
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
|
||||
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator Type* ()
|
||||
{ return this->ownedMemory; }
|
||||
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
/// Will crash if out-of-bound or there is no assigned array.
|
||||
template<typename Index> Type & operator [] ( Index i );
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator const Type* () const
|
||||
{ return this->ownedMemory; }
|
||||
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
/// Will crash if out-of-bound or there is no assigned array.
|
||||
template<typename Index> const Type & operator [] ( Index i ) const;
|
||||
|
||||
template<typename Type>
|
||||
Type * UniquePointer<Type>::operator -> ()
|
||||
{ return this->ownedMemory; }
|
||||
/// If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
|
||||
operator bool () const;
|
||||
|
||||
template<typename Type>
|
||||
const Type * UniquePointer<Type>::operator -> () const
|
||||
{ return this->ownedMemory; }
|
||||
/// This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
|
||||
Type* Release();
|
||||
|
||||
template<typename Type> template<typename Index>
|
||||
Type & UniquePointer<Type>::operator [] ( Index i )
|
||||
{ return this->ownedMemory[i]; }
|
||||
/// (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
|
||||
bool HaveOwnership() const;
|
||||
|
||||
template<typename Type> template<typename Index>
|
||||
const Type & UniquePointer<Type>::operator [] ( Index i ) const
|
||||
{ return this->ownedMemory[i]; }
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::operator bool() const
|
||||
{ return this->ownedMemory != NULL; }
|
||||
|
||||
template<typename Type>
|
||||
Type* UniquePointer<Type>::Release()
|
||||
{
|
||||
Type *copy = this->ownedMemory;
|
||||
this->ownedMemory = NULL;
|
||||
return copy;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
inline bool UniquePointer<Type>::haveOwnership() const
|
||||
{ return this->operator bool(); }
|
||||
private:
|
||||
mutable Type *ownedArray;
|
||||
};
|
||||
}
|
||||
|
||||
namespace String
|
||||
|
@ -249,4 +245,6 @@ namespace Utility
|
|||
}
|
||||
}
|
||||
|
||||
#include "Utilities-InlineImpl.h"
|
||||
|
||||
#endif
|
|
@ -336,6 +336,19 @@ namespace LinearAlgebra3D
|
|||
0, 0, 0, 1 );
|
||||
}
|
||||
|
||||
// O0 = T0 * R0
|
||||
// O1 = T1 * T0 * R1 * R0
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & UpdateOrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &deltaPosition, const ::LinearAlgebra::Matrix4x4<ScalarType> &deltaRotationMatrix, ::LinearAlgebra::Matrix4x4<ScalarType> &orientationMatrix )
|
||||
{
|
||||
::LinearAlgebra::Vector3<ScalarType> position = deltaPosition + orientationMatrix.v[3].xyz;
|
||||
orientationMatrix.v[3].xyz = ::LinearAlgebra::Vector3<ScalarType>::null;
|
||||
|
||||
orientationMatrix = deltaRotationMatrix * orientationMatrix;
|
||||
orientationMatrix.v[3].xyz = position;
|
||||
return orientationMatrix;
|
||||
}
|
||||
|
||||
/* Creates an orthographic projection matrix designed for DirectX enviroment.
|
||||
width; of the projection sample volume.
|
||||
height; of the projection sample volume.
|
||||
|
|
|
@ -75,6 +75,9 @@ namespace Oyster { namespace Math3D
|
|||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem ); }
|
||||
|
||||
Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix )
|
||||
{ return ::LinearAlgebra3D::UpdateOrientationMatrix( deltaPosition, deltaRotationMatrix, orientationMatrix ); }
|
||||
|
||||
Float4x4 & ProjectionMatrix_Orthographic( const Float &width, const Float &height, const Float &nearClip, const Float &farClip, Float4x4 &targetMem )
|
||||
{ return ::LinearAlgebra3D::ProjectionMatrix_Orthographic( width, height, nearClip, farClip, targetMem ); }
|
||||
|
||||
|
|
|
@ -183,6 +183,10 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
|
|||
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
|
||||
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
|
||||
|
||||
// O0 = T0 * R0
|
||||
// O1 = T1 * T0 * R1 * R0
|
||||
Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix );
|
||||
|
||||
/*******************************************************************
|
||||
* Creates an orthographic projection matrix designed for DirectX enviroment.
|
||||
* @param width; of the projection sample volume.
|
||||
|
|
|
@ -19,8 +19,8 @@ Box & Box::operator = ( const Box &box )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Box::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Box(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) ); }
|
||||
|
||||
bool Box::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Box & operator = ( const Box &box );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -21,8 +21,8 @@ BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) ); }
|
||||
|
||||
bool BoxAxisAligned::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -27,7 +27,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -188,8 +188,8 @@ void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] )
|
|||
nextIndex += 6 * ::Utility::StaticArray::NumElementsOf( this->plane[0].byte );
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Frustrum::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Frustrum(*this) ); }
|
||||
|
||||
bool Frustrum::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -37,7 +37,7 @@ namespace Oyster { namespace Collision3D
|
|||
void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const; /// DEPRECATED
|
||||
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes
|
|||
ICollideable( Type type = Type_undefined );
|
||||
virtual ~ICollideable();
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const = 0;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
|
||||
virtual bool Intersects( const ICollideable *target ) const = 0;
|
||||
virtual bool Contains( const ICollideable *target ) const = 0;
|
||||
};
|
||||
|
|
|
@ -20,8 +20,8 @@ Line & Line::operator = ( const Line &line )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Line::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Line(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
|
||||
|
||||
bool Line::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Line & operator = ( const Line &line );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -57,6 +57,15 @@ namespace Oyster { namespace Physics3D
|
|||
return ( momentOfInertia * ::Oyster::Math::Float4(angularVelocity, 0.0f) ).xyz;
|
||||
}
|
||||
|
||||
/******************************************************************
|
||||
* Returns the local angular momentum of a mass in rotation.
|
||||
* @todo TODO: improve doc
|
||||
******************************************************************/
|
||||
inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &offset )
|
||||
{
|
||||
return offset.Cross( linearMomentum );
|
||||
}
|
||||
|
||||
/******************************************************************
|
||||
* Returns the local tangential momentum at localPos, of a mass in rotation.
|
||||
* @todo TODO: improve doc
|
||||
|
@ -160,7 +169,7 @@ namespace Oyster { namespace Physics3D
|
|||
*
|
||||
* @todo TODO: improve doc
|
||||
******************************************************************/
|
||||
inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & offset, const ::Oyster::Math::Float3 &impulseForce )
|
||||
inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &offset )
|
||||
{
|
||||
return offset.Cross( impulseForce );
|
||||
}
|
||||
|
|
|
@ -19,8 +19,8 @@ Plane & Plane::operator = ( const Plane &plane )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Plane::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Plane(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) ); }
|
||||
|
||||
bool Plane::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -27,7 +27,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Plane & operator = ( const Plane &plane );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -18,8 +18,8 @@ Point & Point::operator = ( const Point &point )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Point::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Point(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) ); }
|
||||
|
||||
bool Point::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Point & operator = ( const Point &point );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -19,8 +19,8 @@ Ray & Ray::operator = ( const Ray &ray )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Ray::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Ray(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Ray::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) ); }
|
||||
|
||||
bool Ray::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Ray & operator = ( const Ray &ray );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -60,8 +60,10 @@ void RigidBody::Update_LeapFrog( Float deltaTime )
|
|||
deltaRadian = ::std::sqrt( deltaRadian );
|
||||
rotationAxis /= deltaRadian;
|
||||
|
||||
// using rotationAxis, deltaRadian and deltaPos to create a matrix to transform the orientation matrix
|
||||
this->box.orientation = OrientationMatrix( rotationAxis, deltaRadian, deltaPos ) * this->box.orientation;
|
||||
// using rotationAxis, deltaRadian and deltaPos to create a matrix to update the orientation matrix
|
||||
UpdateOrientationMatrix( deltaPos, RotationMatrix(deltaRadian, rotationAxis), this->box.orientation );
|
||||
|
||||
/** @todo TODO: ISSUE! how is momentOfInertiaTensor related to the orientation of the RigidBody? */
|
||||
}
|
||||
else
|
||||
{ // no rotation, only use deltaPos to translate the RigidBody
|
||||
|
@ -85,7 +87,7 @@ void RigidBody::ApplyImpulseForceAt_Local( const Float3 &localForce, const Float
|
|||
if( localOffset != Float3::null )
|
||||
{
|
||||
this->impulseForceSum += VectorProjection( localForce, localOffset );
|
||||
this->impulseTorqueSum += Formula::ImpulseTorque( localOffset, localForce );
|
||||
this->impulseTorqueSum += Formula::ImpulseTorque( localForce, localOffset );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -284,138 +286,175 @@ Float3 RigidBody::GetTangentialLinearVelocityAt_World( const Float3 &worldPos )
|
|||
return this->GetTangentialLinearVelocityAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetImpulseForceAt_Local( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetImpulseForceAt_Local( const Float3 &localPos ) const
|
||||
{ // by Dan Andersson
|
||||
return this->impulseForceSum + Formula::TangentialImpulseForce( this->impulseForceSum, localPos );
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetImpulseForceAt_World( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetImpulseForceAt_World( const Float3 &worldPos ) const
|
||||
{ // by Dan Andersson
|
||||
Float4 localForce = Float4( this->GetImpulseForceAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
|
||||
return (this->box.orientation * localForce).xyz; // should not be any disform thus result.w = 0.0f
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetLinearMomentumAt_Local( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetLinearMomentumAt_Local( const Float3 &localPos ) const
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Momentum is a world value.
|
||||
return Float3::null; // TODO:
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetLinearMomentumAt_World( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetLinearMomentumAt_World( const Float3 &worldPos ) const
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Momentum is a world value.
|
||||
Float4 localMomentum = Float4( this->GetLinearMomentumAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
|
||||
return (this->box.orientation * localMomentum).xyz; // should not be any disform thus result.w = 0.0f
|
||||
|
||||
// TODO: angularMomentum is a local value!!
|
||||
return this->linearMomentum + Formula::TangentialLinearMomentum( this->angularMomentum, worldPos );
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetImpulseAccelerationAt_Local( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetImpulseAccelerationAt_Local( const Float3 &localPos ) const
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Acceleration is a world value.
|
||||
Float4 worldAccel = Float4( this->GetImpulseAccelerationAt_Local((this->box.orientation * Float4(localPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
|
||||
return (this->GetView() * worldAccel).xyz; // should not be any disform thus result.w = 0.0f
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetImpulseAccelerationAt_World( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetImpulseAccelerationAt_World( const Float3 &worldPos ) const
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Acceleration is a world value.
|
||||
return Formula::LinearImpulseAcceleration( this->mass, this->impulseForceSum )
|
||||
+ Formula::TangentialImpulseAcceleration( this->momentOfInertiaTensor.GetInverse(), this->impulseTorqueSum, worldPos );
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetLinearVelocityAt_Local( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetLinearVelocityAt_Local( const Float3 &localPos ) const
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Velocity is a world value.
|
||||
Float4 worldV = Float4( this->GetLinearVelocityAt_Local((this->box.orientation * Float4(localPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
|
||||
return (this->GetView() * worldV).xyz; // should not be any disform thus result.w = 0.0f
|
||||
}
|
||||
|
||||
Float3 RigidBody::GetLinearVelocityAt_World( const Float3 &pos ) const
|
||||
{ // by
|
||||
return Float3::null;
|
||||
Float3 RigidBody::GetLinearVelocityAt_World( const Float3 &worldPos ) const
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Velocity is a world value.
|
||||
return Formula::LinearVelocity( this->mass, this->linearMomentum )
|
||||
+ Formula::TangentialLinearVelocity( this->momentOfInertiaTensor.GetInverse(), this->angularMomentum, worldPos );
|
||||
}
|
||||
|
||||
void RigidBody::SetMomentOfInertia( const Float4x4 &i )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
if( i.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
|
||||
{
|
||||
this->momentOfInertiaTensor = i;
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody::SetMass_KeepVelocity( const Float &m )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
if( m != 0.0f ) // insanitycheck! mass must be invertable
|
||||
{
|
||||
Float3 velocity = Formula::LinearVelocity( this->mass, this->linearMomentum );
|
||||
this->mass = m;
|
||||
this->linearMomentum = Formula::LinearMomentum( this->mass, velocity );
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody::SetMass_KeepMomentum( const Float &m )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Anderson
|
||||
if( m != 0.0f ) // insanitycheck! mass must be invertable
|
||||
{
|
||||
this->mass = m;
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody::SetOrientation( const Float4x4 &o )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->box.orientation = o;
|
||||
}
|
||||
|
||||
void RigidBody::SetSize( const Float3 &widthHeight )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->box.boundingOffset = 0.5f * widthHeight;
|
||||
}
|
||||
|
||||
void RigidBody::SetCenter( const Float3 &p )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->box.center = p;
|
||||
}
|
||||
|
||||
void RigidBody::SetImpulsTorque( const Float3 &t )
|
||||
{ // by
|
||||
|
||||
void RigidBody::SetImpulseTorque( const Float3 &t )
|
||||
{ // by Dan Andersson
|
||||
this->impulseTorqueSum = t;
|
||||
}
|
||||
|
||||
void RigidBody::SetAngularMomentum( const Float3 &h )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->angularMomentum = h;
|
||||
}
|
||||
|
||||
void RigidBody::SetAngularImpulseAcceleration( const Float3 &a )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->impulseTorqueSum = Formula::ImpulseTorque( this->momentOfInertiaTensor, a );
|
||||
}
|
||||
|
||||
void RigidBody::SetAngularVelocity( const Float3 &w )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->angularMomentum = Formula::AngularMomentum( this->momentOfInertiaTensor, w );
|
||||
}
|
||||
|
||||
void RigidBody::SetImpulseForce( const Float3 &f )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->impulseForceSum = f;
|
||||
}
|
||||
|
||||
void RigidBody::SetLinearMomentum( const Float3 &g )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->linearMomentum = g;
|
||||
}
|
||||
|
||||
void RigidBody::SetLinearImpulseAcceleration( const Float3 &a )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->impulseForceSum = Formula::ImpulseForce( this->mass, a );
|
||||
}
|
||||
|
||||
void RigidBody::SetLinearVelocity( const Float3 &v )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
this->linearMomentum = Formula::LinearMomentum( this->mass, v );
|
||||
}
|
||||
|
||||
void RigidBody::SetImpulseForceAt_Local( const Float3 &localForce, const Float3 &localPos )
|
||||
{ // by
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Impulse force and torque is world values.
|
||||
Float3 worldForce = ( this->box.orientation * Float4(localForce, 0.0f) ).xyz,
|
||||
worldPos = ( this->box.orientation * Float4(localPos, 1.0f) ).xyz;
|
||||
this->SetImpulseForceAt_World( worldForce, worldPos );
|
||||
|
||||
}
|
||||
|
||||
void RigidBody::SetImpulseForceAt_World( const Float3 &worldForce, const Float3 &worldPos )
|
||||
{ // by
|
||||
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Impulse force and torque is world values.
|
||||
this->impulseForceSum = VectorProjection( worldForce, worldPos );
|
||||
this->impulseTorqueSum = Formula::ImpulseTorque( worldForce, worldPos );
|
||||
}
|
||||
|
||||
void RigidBody::SetLinearMomentumAt_Local( const Float3 &g, const Float3 &pos )
|
||||
{ // by
|
||||
|
||||
void RigidBody::SetLinearMomentumAt_Local( const Float3 &localG, const Float3 &localPos )
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Linear and angular momentum is world values.
|
||||
Float3 worldG = ( this->box.orientation * Float4(localG, 0.0f) ).xyz,
|
||||
worldPos = ( this->box.orientation * Float4(localPos, 1.0f) ).xyz;
|
||||
this->SetLinearMomentumAt_World( worldG, worldPos );
|
||||
}
|
||||
|
||||
void RigidBody::SetLinearMomentumAt_World( const Float3 &g, const Float3 &pos )
|
||||
{ // by
|
||||
|
||||
void RigidBody::SetLinearMomentumAt_World( const Float3 &worldG, const Float3 &worldPos )
|
||||
{ // by Dan Andersson
|
||||
// Reminder! Linear and angular momentum is world values.
|
||||
this->linearMomentum = VectorProjection( worldG, worldPos );
|
||||
this->angularMomentum = Formula::AngularMomentum( worldG, worldPos );
|
||||
}
|
||||
|
||||
void RigidBody::SetImpulseAccelerationAt_Local( const Float3 &a, const Float3 &pos )
|
||||
{ // by
|
||||
{ // by Dan Andersson
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace Oyster { namespace Physics3D
|
|||
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
|
||||
void SetCenter( const ::Oyster::Math::Float3 &p );
|
||||
|
||||
void SetImpulsTorque( const ::Oyster::Math::Float3 &t );
|
||||
void SetImpulseTorque( const ::Oyster::Math::Float3 &t );
|
||||
void SetAngularMomentum( const ::Oyster::Math::Float3 &h );
|
||||
void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &a );
|
||||
void SetAngularVelocity( const ::Oyster::Math::Float3 &w );
|
||||
|
|
|
@ -15,8 +15,8 @@ Sphere & Sphere::operator = ( const Sphere &sphere )
|
|||
return *this;
|
||||
}
|
||||
|
||||
::Utility::Memory::UniquePointer<ICollideable> Sphere::Clone( ) const
|
||||
{ return ::Utility::Memory::UniquePointer<ICollideable>( new Sphere(*this) ); }
|
||||
::Utility::DynamicMemory::UniquePointer<ICollideable> Sphere::Clone( ) const
|
||||
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Sphere(*this) ); }
|
||||
|
||||
bool Sphere::Intersects( const ICollideable *target ) const
|
||||
{
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Sphere & operator = ( const Sphere &sphere );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#include "OysterCollision3D.h"
|
||||
|
||||
using namespace ::Oyster::Collision3D;
|
||||
using namespace ::Utility::Memory;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
|
||||
Universe::Universe() : ICollideable(Type_universe) {}
|
||||
Universe::~Universe() {}
|
||||
|
|
|
@ -18,7 +18,7 @@ namespace Oyster { namespace Collision3D
|
|||
|
||||
Universe & operator = ( const Universe &universe );
|
||||
|
||||
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
|
||||
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
|
||||
bool Intersects( const ICollideable *target ) const;
|
||||
bool Contains( const ICollideable *target ) const;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue