RigidBody improved and Gimbal lock proofed

This commit is contained in:
Dander7BD 2013-12-19 21:39:20 +01:00
parent ff52977dcf
commit bbc489eac9
14 changed files with 615 additions and 527 deletions

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@ -43,7 +43,8 @@ namespace Private
SimpleRigidBody::SimpleRigidBody() SimpleRigidBody::SimpleRigidBody()
{ {
this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 16.0f, Float4x4::identity ); this->rigid = RigidBody();
this->rigid.SetMass_KeepMomentum( 16.0f );
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
this->collisionAction = Default::EventAction_Collision; this->collisionAction = Default::EventAction_Collision;
this->ignoreGravity = false; this->ignoreGravity = false;
@ -52,9 +53,13 @@ SimpleRigidBody::SimpleRigidBody()
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc ) SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
{ {
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition.xyz, desc.size.xyz ), this->rigid = RigidBody();
desc.mass, this->rigid.SetRotation( desc.rotation );
desc.inertiaTensor ); this->rigid.centerPos = desc.centerPosition;
this->rigid.SetSize( desc.size );
this->rigid.SetMass_KeepMomentum( desc.mass );
this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor );
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
if( desc.subscription ) if( desc.subscription )
@ -81,31 +86,31 @@ SimpleRigidBody::State SimpleRigidBody::GetState() const
{ {
return State( this->rigid.GetMass(), this->rigid.restitutionCoeff, return State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic, this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset, this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
this->rigid.box.center, AngularAxis(this->rigid.box.rotation), this->rigid.centerPos, this->rigid.axis,
Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) ); this->rigid.momentum_Linear, this->rigid.momentum_Angular );
} }
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
{ {
return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff, return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic, this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset, this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
this->rigid.box.center, AngularAxis(this->rigid.box.rotation), this->rigid.centerPos, this->rigid.axis,
Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) ); this->rigid.momentum_Linear, this->rigid.momentum_Angular );
} }
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
{ {
this->rigid.box.boundingOffset = state.GetReach(); this->rigid.centerPos = state.GetCenterPosition();
this->rigid.box.center = state.GetCenterPosition(); this->rigid.SetRotation( state.GetRotation() );
this->rigid.box.rotation = state.GetRotation(); this->rigid.boundingReach = state.GetReach();
this->rigid.angularMomentum = state.GetAngularMomentum().xyz; this->rigid.momentum_Linear = state.GetLinearMomentum();
this->rigid.linearMomentum = state.GetLinearMomentum().xyz; this->rigid.momentum_Angular = state.GetAngularMomentum();
this->rigid.impulseTorqueSum += state.GetAngularImpulse().xyz; this->rigid.impulse_Linear += state.GetLinearImpulse();
this->rigid.impulseForceSum += state.GetLinearImpulse().xyz; this->rigid.impulse_Angular += state.GetAngularImpulse();
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();
if( this->scene ) if( this->scene )
@ -135,27 +140,27 @@ bool SimpleRigidBody::IsAffectedByGravity() const
bool SimpleRigidBody::Intersects( const ICollideable &shape ) const bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
{ {
return this->rigid.box.Intersects( shape ); return Box( this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize() ).Intersects( shape );
} }
bool SimpleRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const bool SimpleRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const
{ {
return this->rigid.box.Intersects( shape, worldPointOfContact ); return Box( this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize() ).Intersects( shape, worldPointOfContact );
} }
bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const
{ {
return object.Intersects( this->rigid.box, worldPointOfContact ); return object.Intersects( Box(this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize()), worldPointOfContact );
} }
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{ {
return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() ); return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.GetMagnitude() );
} }
Float4 & SimpleRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const Float4 & SimpleRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
{ {
Float4 offset = worldPos - this->rigid.box.center; Float4 offset = worldPos - this->rigid.centerPos;
Float distance = offset.Dot( offset ); Float distance = offset.Dot( offset );
Float3 normal = Float3::null; Float3 normal = Float3::null;
@ -163,39 +168,40 @@ Float4 & SimpleRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem
{ // sanity check { // sanity check
Ray axis( Float4::standard_unit_w, offset / (Float)::std::sqrt(distance) ); Ray axis( Float4::standard_unit_w, offset / (Float)::std::sqrt(distance) );
Float minDistance = numeric_limits<Float>::max(); Float minDistance = numeric_limits<Float>::max();
Float4x4 rotationMatrix = this->rigid.GetRotationMatrix();
if( Private::Intersects(axis, Plane(this->rigid.box.xAxis, -this->rigid.box.boundingOffset.x), axis.collisionDistance) ) if( Private::Intersects(axis, Plane(rotationMatrix.v[0], -this->rigid.boundingReach.x), axis.collisionDistance) )
{ // check along x-axis { // check along x-axis
if( axis.collisionDistance < 0.0f ) if( axis.collisionDistance < 0.0f )
normal = -this->rigid.box.xAxis.xyz; normal = -rotationMatrix.v[0].xyz;
else else
normal = this->rigid.box.xAxis.xyz; normal = rotationMatrix.v[0].xyz;
minDistance = Abs( axis.collisionDistance ); minDistance = Abs( axis.collisionDistance );
} }
if( Private::Intersects(axis, Plane(this->rigid.box.yAxis, -this->rigid.box.boundingOffset.y), axis.collisionDistance) ) if( Private::Intersects(axis, Plane(rotationMatrix.v[1], -this->rigid.boundingReach.y), axis.collisionDistance) )
{ // check along y-axis { // check along y-axis
distance = Abs( axis.collisionDistance ); // recycling memory distance = Abs( axis.collisionDistance ); // recycling memory
if( minDistance > distance ) if( minDistance > distance )
{ {
if( axis.collisionDistance < 0.0f ) if( axis.collisionDistance < 0.0f )
normal = -this->rigid.box.yAxis.xyz; normal = -rotationMatrix.v[1].xyz;
else else
normal = this->rigid.box.yAxis.xyz; normal = rotationMatrix.v[1].xyz;
minDistance = distance; minDistance = distance;
} }
} }
if( Private::Intersects(axis, Plane(this->rigid.box.zAxis, -this->rigid.box.boundingOffset.z), axis.collisionDistance) ) if( Private::Intersects(axis, Plane(rotationMatrix.v[2], -this->rigid.boundingReach.z), axis.collisionDistance) )
{ // check along z-axis { // check along z-axis
if( minDistance > Abs( axis.collisionDistance ) ) if( minDistance > Abs( axis.collisionDistance ) )
{ {
if( axis.collisionDistance < 0.0f ) if( axis.collisionDistance < 0.0f )
normal = -this->rigid.box.zAxis.xyz; normal = -rotationMatrix.v[2].xyz;
else else
normal = this->rigid.box.zAxis.xyz; normal = rotationMatrix.v[2].xyz;
} }
} }
} }
@ -211,7 +217,7 @@ Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
//Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const //Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
//{ //{
// return targetMem = this->rigid.box.center; // return targetMem = this->rigid.centerPos;
//} //}
// //
//Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const //Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const

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@ -10,7 +10,8 @@ using namespace ::Utility::Value;
SphericalRigidBody::SphericalRigidBody() SphericalRigidBody::SphericalRigidBody()
{ {
this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 10.0f, Float4x4::identity ); this->rigid = RigidBody();
this->rigid.SetMass_KeepMomentum( 10.0f );
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
this->collisionAction = Default::EventAction_Collision; this->collisionAction = Default::EventAction_Collision;
this->ignoreGravity = false; this->ignoreGravity = false;
@ -20,9 +21,13 @@ SphericalRigidBody::SphericalRigidBody()
SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc ) SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc )
{ {
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition.xyz, Float3(2.0f * desc.radius) ), this->rigid = RigidBody();
desc.mass, this->rigid.SetRotation( desc.rotation );
Formula::MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) ); this->rigid.centerPos = desc.centerPosition;
this->rigid.boundingReach = Float4( desc.radius, desc.radius, desc.radius, 0.0f );
this->rigid.SetMass_KeepMomentum( desc.mass );
this->rigid.SetMomentOfInertia_KeepMomentum( Formula::MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) );
this->gravityNormal = Float3::null; this->gravityNormal = Float3::null;
if( desc.subscription ) if( desc.subscription )
@ -50,31 +55,31 @@ SphericalRigidBody::State SphericalRigidBody::GetState() const
{ {
return State( this->rigid.GetMass(), this->rigid.restitutionCoeff, return State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic, this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset, this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
this->rigid.box.center, AngularAxis(this->rigid.box.rotation), this->rigid.centerPos, this->rigid.axis,
Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) ); this->rigid.momentum_Linear, this->rigid.momentum_Angular );
} }
SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
{ {
return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff, return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic, this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset, this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
this->rigid.box.center, AngularAxis(this->rigid.box.rotation), this->rigid.centerPos, this->rigid.axis,
Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) ); this->rigid.momentum_Linear, this->rigid.momentum_Angular );
} }
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state ) void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
{ {
this->rigid.box.boundingOffset = state.GetReach(); this->rigid.centerPos = state.GetCenterPosition();
this->rigid.box.center = state.GetCenterPosition(); this->rigid.SetRotation( state.GetRotation() );
this->rigid.box.rotation = state.GetRotation(); this->rigid.boundingReach = state.GetReach();
this->rigid.angularMomentum = state.GetAngularMomentum().xyz; this->rigid.momentum_Linear = state.GetLinearMomentum();
this->rigid.linearMomentum = state.GetLinearMomentum().xyz; this->rigid.momentum_Angular = state.GetAngularMomentum();
this->rigid.impulseTorqueSum += state.GetAngularImpulse().xyz; this->rigid.impulse_Linear += state.GetLinearImpulse();
this->rigid.impulseForceSum += state.GetLinearImpulse().xyz; this->rigid.impulse_Angular += state.GetAngularImpulse();
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();
if( this->scene ) if( this->scene )
@ -104,17 +109,17 @@ bool SphericalRigidBody::IsAffectedByGravity() const
bool SphericalRigidBody::Intersects( const ICollideable &shape ) const bool SphericalRigidBody::Intersects( const ICollideable &shape ) const
{ {
return Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.x ).Intersects( shape ); return Sphere( this->rigid.centerPos, this->rigid.boundingReach.x ).Intersects( shape );
} }
bool SphericalRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const bool SphericalRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const
{ {
return Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.x ).Intersects( shape, worldPointOfContact ); return Sphere( this->rigid.centerPos, this->rigid.boundingReach.x ).Intersects( shape, worldPointOfContact );
} }
bool SphericalRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const bool SphericalRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const
{ {
return object.Intersects( Sphere(this->rigid.box.center, this->rigid.box.boundingOffset.x), worldPointOfContact ); return object.Intersects( Sphere(this->rigid.centerPos, this->rigid.boundingReach.x), worldPointOfContact );
} }
Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
@ -124,7 +129,7 @@ Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const
Float4 & SphericalRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const Float4 & SphericalRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
{ {
targetMem = worldPos - this->rigid.box.center; targetMem = worldPos - this->rigid.centerPos;
Float magnitude = targetMem.GetMagnitude(); Float magnitude = targetMem.GetMagnitude();
if( magnitude != 0.0f ) if( magnitude != 0.0f )
{ // sanity check { // sanity check
@ -141,7 +146,7 @@ Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const
//Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const //Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const
//{ //{
// return targetMem = this->rigid.box.center; // return targetMem = this->rigid.centerPos;
//} //}
// //
//Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const //Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const
@ -167,7 +172,7 @@ Float3 SphericalRigidBody::GetRigidLinearVelocity() const
UpdateState SphericalRigidBody::Update( Float timeStepLength ) UpdateState SphericalRigidBody::Update( Float timeStepLength )
{ {
this->rigid.Update_LeapFrog( timeStepLength ); this->rigid.Update_LeapFrog( timeStepLength );
this->body.center = this->rigid.GetCenter(); this->body.center = this->rigid.centerPos;
// compare previous and new state and return result // compare previous and new state and return result
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered; //return this->current == this->previous ? UpdateState_resting : UpdateState_altered;

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@ -281,6 +281,106 @@ namespace LinearAlgebra3D
0, 0, 0, 1 ); 0, 0, 0, 1 );
} }
template<typename ScalarType>
inline ::LinearAlgebra::Quaternion<ScalarType> Rotation( const ScalarType &radian, const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis )
{
ScalarType r = radian * 0.5f,
s = std::sin( r ),
c = std::cos( r );
return ::LinearAlgebra::Quaternion<ScalarType>( normalizedAxis * s, c );
}
template<typename ScalarType>
inline ::LinearAlgebra::Quaternion<ScalarType> Rotation( const ScalarType &radian, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
{
ScalarType r = radian * 0.5f,
s = std::sin( r ),
c = std::cos( r );
return ::LinearAlgebra::Quaternion<ScalarType>( (normalizedAxis * s).xyz, c );
}
template<typename ScalarType>
inline ::LinearAlgebra::Quaternion<ScalarType> Rotation( const ::LinearAlgebra::Vector3<ScalarType> &angularAxis )
{
ScalarType radius = angularAxis.Dot( angularAxis );
if( radius != 0 )
{
radius = (ScalarType)::std::sqrt( radius );
return Rotation( radius, angularAxis / radius );
}
else
{
return ::LinearAlgebra::Quaternion<ScalarType>::identity;
}
}
template<typename ScalarType>
inline ::LinearAlgebra::Quaternion<ScalarType> Rotation( const ::LinearAlgebra::Vector4<ScalarType> &angularAxis )
{
ScalarType radius = angularAxis.Dot( angularAxis );
if( radius != 0 )
{
radius = (ScalarType)::std::sqrt( radius );
return Rotation( radius, angularAxis / radius );
}
else
{
return ::LinearAlgebra::Quaternion<ScalarType>::identity;
}
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Quaternion<ScalarType> &rotationQuaternion, ::LinearAlgebra::Matrix4x4<ScalarType> targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{
::LinearAlgebra::Quaternion<ScalarType> conjugate = rotationQuaternion.GetConjugate();
targetMem.v[0] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(1,0,0)*conjugate).imaginary, 0 );
targetMem.v[1] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(0,1,0)*conjugate).imaginary, 0 );
targetMem.v[2] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(0,0,1)*conjugate).imaginary, 0 );
targetMem.v[3] = ::LinearAlgebra::Vector4<ScalarType>::standard_unit_w;
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Quaternion<ScalarType> &rotationQuaternion, const ::LinearAlgebra::Vector3<ScalarType> &translation, ::LinearAlgebra::Matrix4x4<ScalarType> targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{
::LinearAlgebra::Quaternion<ScalarType> conjugate = rotationQuaternion.GetConjugate();
targetMem.v[0] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(1,0,0)*conjugate).imaginary, 0 );
targetMem.v[1] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(0,1,0)*conjugate).imaginary, 0 );
targetMem.v[2] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(0,0,1)*conjugate).imaginary, 0 );
targetMem.v[3] = ::LinearAlgebra::Vector4<ScalarType>( translation, 1 );
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Quaternion<ScalarType> &rotationQuaternion, const ::LinearAlgebra::Vector4<ScalarType> &translation, ::LinearAlgebra::Matrix4x4<ScalarType> targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{
::LinearAlgebra::Quaternion<ScalarType> conjugate = rotationQuaternion.GetConjugate();
targetMem.v[0] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(1,0,0)*conjugate).imaginary, 0 );
targetMem.v[1] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(0,1,0)*conjugate).imaginary, 0 );
targetMem.v[2] = ::LinearAlgebra::Vector4<ScalarType>( (rotationQuaternion*::LinearAlgebra::Vector3<ScalarType>(0,0,1)*conjugate).imaginary, 0 );
targetMem.v[3] = translation;
return targetMem;
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & ViewMatrix( const ::LinearAlgebra::Quaternion<ScalarType> &rotationQuaternion, const ::LinearAlgebra::Vector3<ScalarType> &translation, ::LinearAlgebra::Matrix4x4<ScalarType> targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{
OrientationMatrix( rotationQuaternion, translation, targetMem );
return InverseOrientationMatrix( targetMem, targetMem );
}
template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & ViewMatrix( const ::LinearAlgebra::Quaternion<ScalarType> &rotationQuaternion, const ::LinearAlgebra::Vector4<ScalarType> &translation, ::LinearAlgebra::Matrix4x4<ScalarType> targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{
OrientationMatrix( rotationQuaternion, translation, targetMem );
return InverseOrientationMatrix( targetMem, targetMem );
}
template<typename ScalarType> template<typename ScalarType>
inline ::LinearAlgebra::Matrix3x3<ScalarType> & RotationMatrix_AxisX( const ScalarType &radian, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() ) inline ::LinearAlgebra::Matrix3x3<ScalarType> & RotationMatrix_AxisX( const ScalarType &radian, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() )
{ {
@ -557,9 +657,17 @@ namespace LinearAlgebra3D
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis ) inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); } { return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> VectorProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &axis )
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }
template<typename ScalarType> template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> NormalProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis ) inline ::LinearAlgebra::Vector3<ScalarType> NormalProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis )
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); } { return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> NormalProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
} }
#include "Utilities.h" #include "Utilities.h"

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@ -101,6 +101,51 @@ namespace Oyster { namespace Math3D
return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); return ::LinearAlgebra3D::TranslationMatrix( position, targetMem );
} }
Quaternion Rotation( Float radian, const Float3 &normalizedAxis )
{
return ::LinearAlgebra3D::Rotation( radian, normalizedAxis );
}
Quaternion Rotation( Float radian, const Float4 &normalizedAxis )
{
return ::LinearAlgebra3D::Rotation( radian, normalizedAxis );
}
Quaternion Rotation( const Float3 &angularAxis )
{
return ::LinearAlgebra3D::Rotation( angularAxis );
}
Quaternion Rotation( const Float4 &angularAxis )
{
return ::LinearAlgebra3D::Rotation( angularAxis );
}
Float4x4 & RotationMatrix( const Quaternion &rotationQuaternion, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::RotationMatrix( rotationQuaternion, targetMem );
}
Float4x4 & OrientationMatrix( const Quaternion &rotationQuaternion, const Float3 &translation, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::OrientationMatrix( rotationQuaternion, translation, targetMem );
}
Float4x4 & OrientationMatrix( const Quaternion &rotationQuaternion, const Float4 &translation, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::OrientationMatrix( rotationQuaternion, translation, targetMem );
}
Float4x4 & ViewMatrix( const Quaternion &rotationQuaternion, const Float3 &translation, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::ViewMatrix( rotationQuaternion, translation, targetMem );
}
Float4x4 & ViewMatrix( const Quaternion &rotationQuaternion, const Float4 &translation, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::ViewMatrix( rotationQuaternion, translation, targetMem );
}
Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem ) Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem )
{ {
return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem );
@ -217,8 +262,18 @@ namespace Oyster { namespace Math3D
return ::LinearAlgebra3D::VectorProjection( vector, axis ); return ::LinearAlgebra3D::VectorProjection( vector, axis );
} }
Float4 VectorProjection( const Float4 &vector, const Float4 &axis )
{
return ::LinearAlgebra3D::VectorProjection( vector, axis );
}
Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis ) Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis )
{ {
return ::LinearAlgebra3D::NormalProjection( vector, normalizedAxis ); return ::LinearAlgebra3D::NormalProjection( vector, normalizedAxis );
} }
Float4 NormalProjection( const Float4 &vector, const Float4 &normalizedAxis )
{
return ::LinearAlgebra3D::NormalProjection( vector, normalizedAxis );
}
} } } }

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@ -9,17 +9,19 @@
#include "LinearMath.h" #include "LinearMath.h"
#include <limits> #include <limits>
namespace Oyster { namespace Math /// Oyster's native math library namespace Oyster { namespace Math //! Oyster's native math library
{ {
typedef float Float; /// Oyster's native scalar is float typedef float Float; //!< Oyster's native scalar is float
typedef ::LinearAlgebra::Vector2<Float> Float2; /// 2D Linear Vector for Oyster typedef ::LinearAlgebra::Vector2<Float> Float2; //!< 2D Linear Vector for Oyster
typedef ::LinearAlgebra::Vector3<Float> Float3; /// 3D Linear Vector for Oyster typedef ::LinearAlgebra::Vector3<Float> Float3; //!< 3D Linear Vector for Oyster
typedef ::LinearAlgebra::Vector4<Float> Float4; /// 4D Linear Vector for Oyster typedef ::LinearAlgebra::Vector4<Float> Float4; //!< 4D Linear Vector for Oyster
typedef ::LinearAlgebra::Matrix2x2<Float> Float2x2; /// 2x2 Linear Matrix for Oyster typedef ::LinearAlgebra::Matrix2x2<Float> Float2x2; //!< 2x2 Linear Matrix for Oyster
typedef ::LinearAlgebra::Matrix3x3<Float> Float3x3; /// 3x3 Linear Matrix for Oyster typedef ::LinearAlgebra::Matrix3x3<Float> Float3x3; //!< 3x3 Linear Matrix for Oyster
typedef ::LinearAlgebra::Matrix4x4<Float> Float4x4; /// 4x4 Linear Matrix for Oyster typedef ::LinearAlgebra::Matrix4x4<Float> Float4x4; //!< 4x4 Linear Matrix for Oyster
typedef ::LinearAlgebra::Quaternion<Float> Quaternion; //!< Quaternion for Oyster
typedef Float4x4 Matrix; // by popular demand typedef Float4x4 Matrix; // by popular demand
typedef Float2 Vector2; // by popular demand typedef Float2 Vector2; // by popular demand
@ -28,20 +30,20 @@ namespace Oyster { namespace Math /// Oyster's native math library
const Float pi = 3.1415926535897932384626433832795f; const Float pi = 3.1415926535897932384626433832795f;
/// Function Highly recommended to check at start, just in case current version is using a feature that might be available. //! Function Highly recommended to check at start, just in case current version is using a feature that might be available.
/// @todo TODO: create a template UniquePointer to use here //! @todo TODO: create a template UniquePointer to use here
bool IsSupported(); bool IsSupported();
/// Creates a solution matrix for 'out´= 'targetMem' * 'in'. //! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
/// Returns false if there is no explicit solution. //! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float2x2 &in, const Float2x2 &out, Float2x2 &targetMem ); bool SuperpositionMatrix( const Float2x2 &in, const Float2x2 &out, Float2x2 &targetMem );
/// Creates a solution matrix for 'out´= 'targetMem' * 'in'. //! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
/// Returns false if there is no explicit solution. //! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float3x3 &in, const Float3x3 &out, Float3x3 &targetMem ); bool SuperpositionMatrix( const Float3x3 &in, const Float3x3 &out, Float3x3 &targetMem );
/// Creates a solution matrix for 'out´= 'targetMem' * 'in'. //! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
/// Returns false if there is no explicit solution. //! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float4x4 &in, const Float4x4 &out, Float4x4 &targetMem ); bool SuperpositionMatrix( const Float4x4 &in, const Float4x4 &out, Float4x4 &targetMem );
} } } }
@ -96,54 +98,54 @@ inline ::Oyster::Math::Float3x3 operator * ( const ::Oyster::Math::Float &left,
inline ::Oyster::Math::Float4x4 operator * ( const ::Oyster::Math::Float &left, const ::Oyster::Math::Float4x4 &right ) inline ::Oyster::Math::Float4x4 operator * ( const ::Oyster::Math::Float &left, const ::Oyster::Math::Float4x4 &right )
{ return ::Oyster::Math::Float4x4(right) *= left; } { return ::Oyster::Math::Float4x4(right) *= left; }
namespace Oyster { namespace Math2D /// Oyster's native math library specialized for 2D namespace Oyster { namespace Math2D //! Oyster's native math library specialized for 2D
{ {
using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace
/// If there is an Y-axis on a 2D plane, then there is an explicit X-axis on and that is what is returned. //! If there is an Y-axis on a 2D plane, then there is an explicit X-axis on and that is what is returned.
/// Recommended too make sure that yAxis is normalized. //! Recommended too make sure that yAxis is normalized.
Float2 X_AxisTo( const Float2 &yAxis ); Float2 X_AxisTo( const Float2 &yAxis );
/// If there is an X-axis on a 2D plane, then there is an explicit Y-axis and that is what is returned. //! If there is an X-axis on a 2D plane, then there is an explicit Y-axis and that is what is returned.
/// Recommended too make sure that yAxis is normalized. //! Recommended too make sure that yAxis is normalized.
Float2 Y_AxisTo( const Float2 &xAxis ); Float2 Y_AxisTo( const Float2 &xAxis );
/// Sets and returns targetMem to a translationMatrix with position as translation. //! Sets and returns targetMem to a translationMatrix with position as translation.
Float3x3 & TranslationMatrix( const Float2 &position, Float3x3 &targetMem = Float3x3() ); Float3x3 & TranslationMatrix( const Float2 &position, Float3x3 &targetMem = Float3x3() );
/// Sets and returns targetMem as a counterclockwise rotationMatrix //! Sets and returns targetMem as a counterclockwise rotationMatrix
Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem = Float3x3() ); Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem = Float3x3() );
/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method. //! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem = Float2x2() ); Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem = Float2x2() );
/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method. //! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() ); Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector //! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() ); Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector //! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() ); Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
/// Sets and returns targetMem as an orientation Matrix with position as translation and radian rotation //! Sets and returns targetMem as an orientation Matrix with position as translation and radian rotation
Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem = Float3x3() ); Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem = Float3x3() );
/// Sets and returns targetMem as an orientation Matrix with position as translation and local y-axis directed at lookAt //! Sets and returns targetMem as an orientation Matrix with position as translation and local y-axis directed at lookAt
Float3x3 & OrientationMatrix( const Float2 &position, const Float2 &lookAt, Float3x3 &targetMem = Float3x3() ); Float3x3 & OrientationMatrix( const Float2 &position, const Float2 &lookAt, Float3x3 &targetMem = Float3x3() );
/// Sets and returns targetMem as an orientation Matrix that is rotated around localCenterOfRotation and then translated with position. //! Sets and returns targetMem as an orientation Matrix that is rotated around localCenterOfRotation and then translated with position.
/// TODO: not tested //! TODO: not tested
Float3x3 & OrientationMatrix( const Float2 &position, Float radian, const Float2 &localCenterOfRotation, Float3x3 &targetMem = Float3x3() ); Float3x3 & OrientationMatrix( const Float2 &position, Float radian, const Float2 &localCenterOfRotation, Float3x3 &targetMem = Float3x3() );
/// 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. //! 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.
Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem = Float3x3() ); Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem = Float3x3() );
/// Returns targetmem after writing the rotation data from orientation, into it. //! Returns targetmem after writing the rotation data from orientation, into it.
Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem = Float3x3() ); Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem = Float3x3() );
} } } }
namespace Oyster { namespace Math3D /// Oyster's native math library specialized for 3D namespace Oyster { namespace Math3D //! Oyster's native math library specialized for 3D
{ {
using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace
@ -156,35 +158,62 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
//! Extracts the angularAxis from orientationMatrix //! Extracts the angularAxis from orientationMatrix
Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix ); Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix );
/// Sets and returns targetMem to a translationMatrix with position as translation. //! Sets and returns targetMem to a translationMatrix with position as translation.
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() ); Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an counterclockwise rotation matrix around the global X-axis /** @todo TODO: add doc */
Quaternion Rotation( Float radian, const Float3 &normalizedAxis );
/** @todo TODO: add doc */
Quaternion Rotation( Float radian, const Float3 &normalizedAxis );
/** @todo TODO: add doc */
Quaternion Rotation( const Float3 &angularAxis );
/** @todo TODO: add doc */
Quaternion Rotation( const Float4 &angularAxis );
/** @todo TODO: add doc */
Float4x4 & RotationMatrix( const Quaternion &rotationQuaternion, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & OrientationMatrix( const Quaternion &rotationQuaternion, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & OrientationMatrix( const Quaternion &rotationQuaternion, const Float4 &translation, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & ViewMatrix( const Quaternion &rotationQuaternion, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & ViewMatrix( const Quaternion &rotationQuaternion, const Float4 &translation, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an counterclockwise rotation matrix around the global X-axis
Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem = Float4x4() ); Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an counterclockwise rotation matrix around the global Y-axis //! Sets and returns targetMem as an counterclockwise rotation matrix around the global Y-axis
Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem = Float4x4() ); Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis //! Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis
Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() ); Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis. //! Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis.
Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() ); Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis. //! Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis.
/// Please make sure normalizedAxis is normalized. //! Please make sure normalizedAxis is normalized.
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() ); Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() );
/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method. //! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() ); Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method. //! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem = Float4x4() ); Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector //! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() ); Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector //! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() ); Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/******************************************************************* /*******************************************************************
@ -238,14 +267,14 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
//! @todo TODO: Add documentation and not tested //! @todo TODO: Add documentation and not tested
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() ); Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
/// 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. //! 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() ); Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
// O0 = T0 * R0 // O0 = T0 * R0
// O1 = T1 * T0 * R1 * R0 // O1 = T1 * T0 * R1 * R0
Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix ); Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix );
/// Returns targetmem after writing the rotation data from orientation, into it. //! Returns targetmem after writing the rotation data from orientation, into it.
Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem = Float4x4() ); Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem = Float4x4() );
/******************************************************************* /*******************************************************************
@ -272,13 +301,19 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
*******************************************************************/ *******************************************************************/
Float4x4 & ProjectionMatrix_Perspective( const Float &verticalFoV, const Float &aspectRatio, const Float &nearClip = ::std::numeric_limits<Float>::epsilon(), const Float &farClip = ::std::numeric_limits<Float>::max(), Float4x4 &targetMem = Float4x4() ); Float4x4 & ProjectionMatrix_Perspective( const Float &verticalFoV, const Float &aspectRatio, const Float &nearClip = ::std::numeric_limits<Float>::epsilon(), const Float &farClip = ::std::numeric_limits<Float>::max(), Float4x4 &targetMem = Float4x4() );
/// returns the component vector of vector that is parallell with axis //! returns the component vector of vector that is parallell with axis
Float3 VectorProjection( const Float3 &vector, const Float3 &axis ); Float3 VectorProjection( const Float3 &vector, const Float3 &axis );
/// returns the component vector of vector that is parallell with axis. Faster than VectorProjection. //! returns the component vector of vector that is parallell with axis
Float4 VectorProjection( const Float4 &vector, const Float4 &axis );
//! returns the component vector of vector that is parallell with axis. Faster than VectorProjection.
Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis ); Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis );
/// Helper inline function that sets and then returns targetMem = projection * view //! returns the component vector of vector that is parallell with axis. Faster than VectorProjection.
Float4 NormalProjection( const Float4 &vector, const Float4 &normalizedAxis );
//! Helper inline function that sets and then returns targetMem = projection * view
inline Float4x4 & ViewProjectionMatrix( const Float4x4 &view, const Float4x4 &projection, Float4x4 &targetMem = Float4x4() ) inline Float4x4 & ViewProjectionMatrix( const Float4x4 &view, const Float4x4 &projection, Float4x4 &targetMem = Float4x4() )
{ return targetMem = projection * view; } { return targetMem = projection * view; }
@ -290,7 +325,7 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
inline Float4x4 TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee ) inline Float4x4 TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee )
{ return transformer * transformee; } { return transformer * transformee; }
/// Helper inline function that sets and then returns targetMem = transformer * transformee //! Helper inline function that sets and then returns targetMem = transformer * transformee
inline Float4 & TransformVector( const Float4x4 &transformer, const Float4 &transformee, Float4 &targetMem = Float4() ) inline Float4 & TransformVector( const Float4x4 &transformer, const Float4 &transformee, Float4 &targetMem = Float4() )
{ return targetMem = transformer * transformee; } { return targetMem = transformer * transformee; }
} } } }

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@ -22,8 +22,10 @@ namespace LinearAlgebra
char byte[sizeof(ScalarType[2])]; char byte[sizeof(ScalarType[2])];
}; };
static const Quaternion<ScalarType> null;
static const Quaternion<ScalarType> identity;
Quaternion( ); Quaternion( );
Quaternion( const Quaternion &quaternion );
Quaternion( const Vector3<ScalarType> &imaginary, const ScalarType &real ); Quaternion( const Vector3<ScalarType> &imaginary, const ScalarType &real );
operator ScalarType* ( ); operator ScalarType* ( );
@ -53,40 +55,54 @@ namespace LinearAlgebra
// Body // Body
/////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////
template<typename ScalarType> const Quaternion<ScalarType> Quaternion<ScalarType>::null = Quaternion<ScalarType>( Vector3<ScalarType>((ScalarType)0), (ScalarType)0 );
template<typename ScalarType> const Quaternion<ScalarType> Quaternion<ScalarType>::identity = Quaternion<ScalarType>( Vector3<ScalarType>((ScalarType)0), (ScalarType)1 );
template<typename ScalarType> template<typename ScalarType>
Quaternion<ScalarType>::Quaternion( ) : imaginary(), real() {} Quaternion<ScalarType>::Quaternion( ) : imaginary(), real() {}
template<typename ScalarType> template<typename ScalarType>
Quaternion<ScalarType>::Quaternion( const Quaternion &quaternion ) Quaternion<ScalarType>::Quaternion( const Vector3<ScalarType> &imaginary, const ScalarType &real )
{ this->imaginary = quaternion.imaginary; this->real = quaternion.real; } {
this->imaginary = imaginary;
template<typename ScalarType> this->real = real;
Quaternion<ScalarType>::Quaternion( const Vector3<ScalarType> &_imaginary, const ScalarType &_real ) }
{ this->imaginary = _imaginary; this->real = _real; }
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType>::operator ScalarType* ( ) inline Quaternion<ScalarType>::operator ScalarType* ( )
{ return this->element; } {
return this->element;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType>::operator const ScalarType* ( ) const inline Quaternion<ScalarType>::operator const ScalarType* ( ) const
{ return this->element; } {
return this->element;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType>::operator char* ( ) inline Quaternion<ScalarType>::operator char* ( )
{ return this->byte; } {
return this->byte;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType>::operator const char* ( ) const inline Quaternion<ScalarType>::operator const char* ( ) const
{ return this->byte; } {
return this->byte;
}
template<typename ScalarType> template<typename ScalarType>
inline ScalarType & Quaternion<ScalarType>::operator [] ( int i ) inline ScalarType & Quaternion<ScalarType>::operator [] ( int i )
{ return this->element[i]; } {
return this->element[i];
}
template<typename ScalarType> template<typename ScalarType>
inline const ScalarType & Quaternion<ScalarType>::operator [] ( int i ) const inline const ScalarType & Quaternion<ScalarType>::operator [] ( int i ) const
{ return this->element[i]; } {
return this->element[i];
}
template<typename ScalarType> template<typename ScalarType>
Quaternion<ScalarType> & Quaternion<ScalarType>::operator = ( const Quaternion<ScalarType> &quaternion ) Quaternion<ScalarType> & Quaternion<ScalarType>::operator = ( const Quaternion<ScalarType> &quaternion )
@ -154,27 +170,39 @@ namespace LinearAlgebra
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::operator * ( const ScalarType &scalar ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::operator * ( const ScalarType &scalar ) const
{ return Quaternion<ScalarType>(*this) *= scalar; } {
return Quaternion<ScalarType>(*this) *= scalar;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::operator / ( const ScalarType &scalar ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::operator / ( const ScalarType &scalar ) const
{ return Quaternion<ScalarType>(*this) /= scalar; } {
return Quaternion<ScalarType>(*this) /= scalar;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::operator + ( const Quaternion<ScalarType> &quaternion ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::operator + ( const Quaternion<ScalarType> &quaternion ) const
{ return Quaternion<ScalarType>(*this) += quaternion; } {
return Quaternion<ScalarType>(*this) += quaternion;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::operator - ( const Quaternion<ScalarType> &quaternion ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::operator - ( const Quaternion<ScalarType> &quaternion ) const
{ return Quaternion<ScalarType>(*this) -= quaternion; } {
return Quaternion<ScalarType>(*this) -= quaternion;
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::operator - ( ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::operator - ( ) const
{ return Quaternion<ScalarType>(-this->imaginary, -this->real); } {
return Quaternion<ScalarType>(-this->imaginary, -this->real);
}
template<typename ScalarType> template<typename ScalarType>
inline Quaternion<ScalarType> Quaternion<ScalarType>::GetConjugate( ) const inline Quaternion<ScalarType> Quaternion<ScalarType>::GetConjugate( ) const
{ return Quaternion<ScalarType>(-this->imaginary, this->real ); } {
return Quaternion<ScalarType>(-this->imaginary, this->real );
}
} }
#endif #endif

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@ -22,6 +22,13 @@ Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(T
this->boundingOffset = Float4( s * 0.5f , 0.0f); this->boundingOffset = Float4( s * 0.5f , 0.0f);
} }
Box::Box( const Float4x4 &r, const Float4 &p, const Float4 &s ) : ICollideable(Type_box)
{
this->rotation = r;
this->center = p;
this->boundingOffset = s * 0.5f;
}
Box::~Box( ) {} Box::~Box( ) {}
Box & Box::operator = ( const Box &box ) Box & Box::operator = ( const Box &box )

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@ -28,6 +28,7 @@ namespace Oyster { namespace Collision3D
Box( ); Box( );
Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &size ); Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &size );
Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float4 &worldPos, const ::Oyster::Math::Float4 &size );
virtual ~Box( ); virtual ~Box( );
Box & operator = ( const Box &box ); Box & operator = ( const Box &box );

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@ -192,6 +192,15 @@ namespace Oyster { namespace Physics3D
return worldOffset.Cross( linearVelocity ); return worldOffset.Cross( linearVelocity );
} }
/******************************************************************
* Returns the world angular velocity of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float4 AngularVelocity( const ::Oyster::Math::Float4 &linearVelocity, const ::Oyster::Math::Float4 &worldOffset )
{
return ::Oyster::Math::Float4( worldOffset.xyz.Cross( linearVelocity.xyz ), 0.0f );
}
/****************************************************************** /******************************************************************
* Returns the world tangential velocity at worldPos, of a mass in rotation. * Returns the world tangential velocity at worldPos, of a mass in rotation.
* @todo TODO: improve doc * @todo TODO: improve doc
@ -237,6 +246,15 @@ namespace Oyster { namespace Physics3D
return worldOffset.Cross( impulseForce ); return worldOffset.Cross( impulseForce );
} }
/******************************************************************
*
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float4 ImpulseTorque( const ::Oyster::Math::Float4 & impulseForce, const ::Oyster::Math::Float4 &worldOffset )
{
return ::Oyster::Math::Float4( worldOffset.xyz.Cross(impulseForce.xyz), 0.0f );
}
/****************************************************************** /******************************************************************
* T = I*a * T = I*a
* @todo TODO: improve doc * @todo TODO: improve doc
@ -246,6 +264,15 @@ namespace Oyster { namespace Physics3D
return ( momentOfInertia * ::Oyster::Math::Float4(angularImpulseAcceleration, 0.0f) ).xyz; return ( momentOfInertia * ::Oyster::Math::Float4(angularImpulseAcceleration, 0.0f) ).xyz;
} }
/******************************************************************
* T = I*a
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float4 ImpulseTorque( const ::Oyster::Math::Float4x4 & momentOfInertia, const ::Oyster::Math::Float4 &angularImpulseAcceleration )
{
return momentOfInertia * angularImpulseAcceleration;
}
namespace MomentOfInertia namespace MomentOfInertia
{ /// Library of Formulas to calculate moment of inerta for simple shapes { /// Library of Formulas to calculate moment of inerta for simple shapes
/** @todo TODO: add MomentOfInertia tensor formulas */ /** @todo TODO: add MomentOfInertia tensor formulas */

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@ -159,6 +159,7 @@
<ClInclude Include="Point.h" /> <ClInclude Include="Point.h" />
<ClInclude Include="Ray.h" /> <ClInclude Include="Ray.h" />
<ClInclude Include="RigidBody.h" /> <ClInclude Include="RigidBody.h" />
<ClInclude Include="RigidBody_Inline.h" />
<ClInclude Include="Sphere.h" /> <ClInclude Include="Sphere.h" />
<ClInclude Include="Spring.h" /> <ClInclude Include="Spring.h" />
<ClInclude Include="Universe.h" /> <ClInclude Include="Universe.h" />

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@ -75,6 +75,9 @@
<ClInclude Include="RigidBody.h"> <ClInclude Include="RigidBody.h">
<Filter>Header Files\Physics</Filter> <Filter>Header Files\Physics</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="RigidBody_Inline.h">
<Filter>Header Files\Physics</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Box.cpp"> <ClCompile Include="Box.cpp">

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@ -9,418 +9,201 @@ using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Physics3D; using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D; using namespace ::Oyster::Math3D;
RigidBody::RigidBody( const Box &b, Float m, const Float4x4 &inertiaTensor ) RigidBody::RigidBody( )
{ // by Dan Andersson { // by Dan Andersson
this->box = b; this->centerPos = Float4::standard_unit_w;
this->angularMomentum = Float3::null; this->axis = Float4::null;
this->linearMomentum = Float3::null; this->boundingReach = Float4( 0.5f, 0.5f, 0.5f, 0.0f );
this->impulseTorqueSum = Float3::null; this->momentum_Linear = Float4::null;
this->impulseForceSum = Float3::null; this->momentum_Angular = Float4::null;
this->impulse_Linear = Float4::null;
this->impulse_Angular = Float4::null;
this->restitutionCoeff = 1.0f; this->restitutionCoeff = 1.0f;
this->frictionCoeff_Static = 1.0f; this->frictionCoeff_Static = 0.5f;
this->frictionCoeff_Kinetic = 1.0f; this->frictionCoeff_Kinetic = 1.0f;
this->mass = 10;
if( m != 0.0f ) this->momentOfInertiaTensor = Float4x4::identity;
{ this->rotation = Quaternion::identity;
this->mass = m;
}
else
{
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
}
if( inertiaTensor.GetDeterminant() != 0.0f )
{
this->momentOfInertiaTensor = inertiaTensor;
}
else
{
this->momentOfInertiaTensor = Float4x4::identity;
}
} }
RigidBody & RigidBody::operator = ( const RigidBody &body ) RigidBody & RigidBody::operator = ( const RigidBody &body )
{ // by Dan Andersson { // by Dan Andersson
this->box = body.box; this->centerPos = body.centerPos;
this->angularMomentum = body.angularMomentum; this->axis = body.axis;
this->linearMomentum = body.linearMomentum; this->boundingReach = body.boundingReach;
this->impulseTorqueSum = body.impulseTorqueSum; this->momentum_Linear = body.momentum_Linear;
this->impulseForceSum = body.impulseForceSum; this->momentum_Angular = body.momentum_Angular;
this->impulse_Linear = body.impulse_Linear;
this->impulse_Angular = body.impulse_Angular;
this->restitutionCoeff = body.restitutionCoeff; this->restitutionCoeff = body.restitutionCoeff;
this->frictionCoeff_Static = body.frictionCoeff_Static; this->frictionCoeff_Static = body.frictionCoeff_Static;
this->frictionCoeff_Kinetic = body.frictionCoeff_Kinetic; this->frictionCoeff_Kinetic = body.frictionCoeff_Kinetic;
this->mass = body.mass; this->mass = body.mass;
this->momentOfInertiaTensor = body.momentOfInertiaTensor; this->momentOfInertiaTensor = body.momentOfInertiaTensor;
this->rotation = body.rotation;
return *this; return *this;
} }
bool RigidBody::operator == ( const RigidBody &body ) void RigidBody::Update_LeapFrog( Float updateFrameLength )
{
if( this->box.center != body.box.center )
{
return false;
}
if( this->box.rotation != body.box.rotation )
{
return false;
}
if( this->box.boundingOffset != body.box.boundingOffset )
{
return false;
}
if( this->angularMomentum != body.angularMomentum )
{
return false;
}
if( this->linearMomentum != body.linearMomentum )
{
return false;
}
if( this->impulseTorqueSum != body.impulseTorqueSum )
{
return false;
}
if( this->impulseForceSum != body.impulseForceSum )
{
return false;
}
return true;
}
bool RigidBody::operator != ( const RigidBody &body )
{
return !this->operator==( body );
}
void RigidBody::Update_LeapFrog( Float deltaTime )
{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed { // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
// Important! The member data is all world data except the Inertia tensor. Thus a new InertiaTensor needs to be created to be compatible with the rest of the world data.
Float4x4 wMomentOfInertiaTensor = TransformMatrix( this->box.rotation, this->momentOfInertiaTensor ); // RI
// updating the linear // updating the linear
// dG = F * dt
// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G // ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
Float3 linearImpulse = this->impulseForceSum; // HACK: * deltaTime; // aka deltaLinearMomentum this->centerPos += ( updateFrameLength / this->mass ) * ::Utility::Value::AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
Float3 deltaPos = ( deltaTime / this->mass ) * ::Utility::Value::AverageWithDelta( this->linearMomentum, linearImpulse );
// updating the angular // updating the angular
// dH = T * dt Float4x4 rotationMatrix; ::Oyster::Math3D::RotationMatrix( this->rotation, rotationMatrix );
// Important! The member data is all world data except the Inertia tensor. Thus a new InertiaTensor needs to be created to be compatible with the rest of the world data.
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
Float3 angularImpulse = this->impulseTorqueSum; // HACK: * deltaTime; // aka deltaAngularMomentum this->axis += Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), ::Utility::Value::AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
Float3 rotationAxis = Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), this->rotation = Rotation( this->axis );
::Utility::Value::AverageWithDelta(this->angularMomentum, angularImpulse) );
Float deltaRadian = rotationAxis.Dot( rotationAxis ); // update momentums and clear impulse_Linear and impulse_Angular
if( deltaRadian != 0.0f ) this->momentum_Linear += this->impulse_Linear;
{ // branch depending if there is rotation this->impulse_Linear = Float4::null;
deltaRadian = ::std::sqrt( deltaRadian ); this->momentum_Angular += this->impulse_Angular;
rotationAxis /= deltaRadian; this->impulse_Angular = Float4::null;
// using rotationAxis, deltaRadian and deltaPos to create a matrix to update the box
this->box.center.xyz += deltaPos;
TransformMatrix( RotationMatrix(deltaRadian, rotationAxis), this->box.rotation, this->box.rotation );
}
else
{ // no rotation, only use deltaPos to translate the RigidBody
this->box.center.xyz += deltaPos;
}
// update momentums and clear impulseForceSum and impulseTorqueSum
this->linearMomentum += linearImpulse;
this->impulseForceSum = Float3::null;
this->angularMomentum += angularImpulse;
this->impulseTorqueSum = Float3::null;
} }
void RigidBody::ApplyImpulseForce( const Float3 &worldF ) void RigidBody::ApplyImpulse( const Float4 &worldJ, const Float4 &atWorldPos )
{ // by Dan Andersson { // by Dan Andersson
this->impulseForceSum += worldF; Float4 worldOffset = atWorldPos - this->centerPos;
} if( worldOffset != Float4::null )
void RigidBody::ApplyImpulseForceAt( const Float3 &worldF, const Float3 &worldPos )
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
if( worldOffset != Float3::null )
{ {
this->impulseForceSum += VectorProjection( worldF, worldOffset ); this->impulse_Linear += VectorProjection( worldJ, atWorldPos );
this->impulseTorqueSum += Formula::ImpulseTorque( worldF, worldOffset ); this->impulse_Angular += Formula::ImpulseTorque( worldJ, atWorldPos );
} }
else else
{ {
this->impulseForceSum += worldF; this->impulse_Linear += worldJ;
} }
} }
void RigidBody::ApplyLinearImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
this->impulseForceSum += Formula::ImpulseForce( this->mass, worldA );
}
void RigidBody::ApplyLinearImpulseAccelerationAt( const Float3 &worldA, const Float3 &worldPos )
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
if( worldOffset != Float3::null )
{
this->impulseForceSum += Formula::ImpulseForce( this->mass, VectorProjection(worldA, worldOffset) );
// tanAcc = angularAcc x localPosition
// angularAcc = localPosition x tanAcc = localPosition x linearAcc
// T = I * angularAcc
this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, Formula::AngularImpulseAcceleration(worldA, worldOffset) );
}
else
{
this->impulseForceSum += Formula::ImpulseForce( this->mass, worldA );
}
}
void RigidBody::ApplyImpulseTorque( const Float3 &worldT )
{ // by Dan Andersson
this->impulseTorqueSum += worldT;
}
void RigidBody::ApplyAngularImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, worldA );
}
Float3 & RigidBody::AccessBoundingReach()
{ // by Dan Andersson
return this->box.boundingOffset.xyz;
}
const Float3 & RigidBody::AccessBoundingReach() const
{ // by Dan Andersson
return this->box.boundingOffset.xyz;
}
Float3 & RigidBody::AccessCenter()
{ // by Dan Andersson
return this->box.center.xyz;
}
const Float3 & RigidBody::AccessCenter() const
{ // by Dan Andersson
return this->box.center.xyz;
}
const Float4x4 & RigidBody::GetMomentOfInertia() const const Float4x4 & RigidBody::GetMomentOfInertia() const
{ // by Dan Andersson { // by Dan Andersson
return this->momentOfInertiaTensor; return this->momentOfInertiaTensor;
} }
const Float & RigidBody::GetMass() const Float RigidBody::GetMass() const
{ // by Dan Andersson { // by Dan Andersson
return this->mass; return this->mass;
} }
const Float4x4 RigidBody::GetOrientation() const const Quaternion & RigidBody::GetRotation() const
{ // by Dan Andersson { // by Dan Andersson
return OrientationMatrix( this->box.rotation, this->box.center.xyz ); return this->rotation;
}
Float4x4 RigidBody::GetRotationMatrix() const
{ // by Dan Andersson
return RotationMatrix( this->rotation );
}
Float4x4 RigidBody::GetOrientation() const
{ // by Dan Andersson
return ::Oyster::Math3D::OrientationMatrix( this->rotation, this->centerPos );
} }
Float4x4 RigidBody::GetView() const Float4x4 RigidBody::GetView() const
{ // by Dan Andersson { // by Dan Andersson
return InverseOrientationMatrix( this->GetOrientation() ); return ViewMatrix( this->rotation, this->centerPos );
} }
const Float3 & RigidBody::GetBoundingReach() const Float4 RigidBody::GetVelocity_Linear() const
{ // by Dan Andersson { // by Dan Andersson
return this->box.boundingOffset.xyz; return Formula::LinearVelocity( this->mass, this->momentum_Linear );
} }
Float3 RigidBody::GetSize() const Float4 RigidBody::GetVelocity_Angular() const
{ // by Dan Andersson { // by Dan Andersson
return 2.0f * this->box.boundingOffset.xyz; return Formula::AngularVelocity( this->momentOfInertiaTensor.GetInverse(), this->momentum_Angular );
} }
const Float3 & RigidBody::GetCenter() const Float4 RigidBody::GetLinearMomentum( const Float4 &atWorldPos ) const
{ // by Dan Andersson { // by Dan Andersson
return this->box.center.xyz; return this->momentum_Linear + Formula::TangentialLinearMomentum( this->momentum_Angular, atWorldPos - this->centerPos );
} }
const Float3 & RigidBody::GetImpulsTorque() const void RigidBody::SetMomentOfInertia_KeepVelocity( const Float4x4 &localTensorI )
{ // by Dan Andersson { // by Dan Andersson
return this->impulseTorqueSum; if( localTensorI.GetDeterminant() != 0.0f )
} { // insanity check! MomentOfInertiaTensor must be invertable
Float4x4 rotationMatrix; RotationMatrix( this->rotation, rotationMatrix );
const Float3 & RigidBody::GetAngularMomentum() const Float4 w = Formula::AngularVelocity( (rotationMatrix * this->momentOfInertiaTensor).GetInverse(), this->momentum_Angular );
{ // by Dan Andersson this->momentOfInertiaTensor = localTensorI;
return this->angularMomentum; this->momentum_Angular = Formula::AngularMomentum( rotationMatrix * localTensorI, w );
}
Float3 RigidBody::GetAngularImpulseAcceleration() const
{ // by Dan Andersson
return Formula::AngularImpulseAcceleration( this->momentOfInertiaTensor.GetInverse(), this->impulseTorqueSum );
}
Float3 RigidBody::GetAngularVelocity() const
{ // by Dan Andersson
return Formula::AngularVelocity( this->momentOfInertiaTensor.GetInverse(), this->angularMomentum );
}
const Float3 & RigidBody::GetImpulseForce() const
{ // by Dan Andersson
return this->impulseForceSum;
}
const Float3 & RigidBody::GetLinearMomentum() const
{ // by Dan Andersson
return this->linearMomentum;
}
Float3 RigidBody::GetLinearImpulseAcceleration() const
{ // by Dan Andersson
return Formula::LinearImpulseAcceleration( this->mass, this->impulseForceSum );
}
Float3 RigidBody::GetLinearVelocity() const
{ // by Dan Andersson
return Formula::LinearVelocity( this->mass, this->linearMomentum );
}
void RigidBody::GetMomentumAt( const Float3 &worldPos, const Float3 &surfaceNormal, Float3 &normalMomentum, Float3 &tangentialMomentum ) const
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
Float3 momentum = Formula::TangentialLinearMomentum( this->angularMomentum, worldOffset );
momentum += this->linearMomentum;
normalMomentum = NormalProjection( momentum, surfaceNormal );
tangentialMomentum = momentum - normalMomentum;
}
void RigidBody::SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &localI )
{ // by Dan Andersson
if( localI.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable
{
Float3 w = Formula::AngularVelocity( (this->box.rotation * this->momentOfInertiaTensor).GetInverse(),
this->angularMomentum );
this->momentOfInertiaTensor = localI;
this->angularMomentum = Formula::AngularMomentum( this->box.rotation*localI, w );
} }
} }
void RigidBody::SetMomentOfInertia_KeepMomentum( const Float4x4 &localI ) void RigidBody::SetMomentOfInertia_KeepMomentum( const Float4x4 &localTensorI )
{ // by Dan Andersson { // by Dan Andersson
if( localI.GetDeterminant() != 0.0f ) // insanitycheck! momentOfInertiaTensor must be invertable if( localTensorI.GetDeterminant() != 0.0f )
{ { // insanity check! MomentOfInertiaTensor must be invertable
this->momentOfInertiaTensor = localI; this->momentOfInertiaTensor = localTensorI;
} }
} }
void RigidBody::SetMass_KeepVelocity( const Float &m ) void RigidBody::SetMass_KeepVelocity( const Float &m )
{ // by Dan Andersson { // by Dan Andersson
if( m != 0.0f ) // insanitycheck! mass must be invertable if( m != 0.0f )
{ { // insanity check! Mass must be invertable
Float3 v = Formula::LinearVelocity( this->mass, this->linearMomentum ); Float4 v = Formula::LinearVelocity( this->mass, this->momentum_Linear );
this->mass = m; this->mass = m;
this->linearMomentum = Formula::LinearMomentum( this->mass, v ); this->momentum_Linear = Formula::LinearMomentum( this->mass, v );
} }
} }
void RigidBody::SetMass_KeepMomentum( const Float &m ) void RigidBody::SetMass_KeepMomentum( const Float &m )
{ // by Dan Anderson { // by Dan Anderson
if( m != 0.0f ) // insanitycheck! mass must be invertable if( m != 0.0f )
{ { // insanity check! Mass must be invertable
this->mass = m; this->mass = m;
} }
} }
void RigidBody::SetOrientation( const Float4x4 &o ) void RigidBody::SetOrientation( const Float4x4 &o )
{ // by Dan Andersson { // by Dan Andersson
ExtractRotationMatrix( o, this->box.rotation ); this->axis = ExtractAngularAxis( o );
this->box.center = o.v[3].xyz; this->rotation = Rotation( this->axis );
} this->centerPos = o.v[3].xyz;
void RigidBody::SetSize( const Float3 &widthHeight )
{ // by Dan Andersson
this->box.boundingOffset = 0.5f * widthHeight;
}
void RigidBody::SetCenter( const Float3 &worldPos )
{ // by Dan Andersson
this->box.center = worldPos;
} }
void RigidBody::SetRotation( const Float4x4 &r ) void RigidBody::SetRotation( const Float4x4 &r )
{ // by Dan Andersson { // by Dan Andersson
this->box.rotation = r; this->axis = ExtractAngularAxis( r );
this->rotation = Rotation( this->axis );
} }
void RigidBody::SetImpulseTorque( const Float3 &worldT ) void RigidBody::SetMomentum_Linear( const Float4 &worldG, const Float4 &atWorldPos )
{ // by Dan Andersson { // by Dan Andersson
this->impulseTorqueSum = worldT; Float4 worldOffset = atWorldPos - this->centerPos;
this->momentum_Linear = VectorProjection( worldG, worldOffset );
this->momentum_Angular = Formula::AngularMomentum( worldG, worldOffset );
} }
void RigidBody::SetAngularMomentum( const Float3 &worldH ) void RigidBody::SetVelocity_Linear( const Float4 &worldV )
{ // by Dan Andersson { // by Dan Andersson
this->angularMomentum = worldH; this->momentum_Linear = Formula::LinearMomentum( this->mass, worldV );
} }
void RigidBody::SetAngularImpulseAcceleration( const Float3 &worldA ) void RigidBody::SetVelocity_Linear( const Float4 &worldV, const Float4 &atWorldPos )
{ // by Dan Andersson { // by Dan Andersson
this->impulseTorqueSum = Formula::ImpulseTorque( this->momentOfInertiaTensor, worldA ); Float4 worldOffset = atWorldPos - this->centerPos;
this->momentum_Linear = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
this->momentum_Angular = Formula::AngularMomentum( RotationMatrix(this->rotation) * this->momentOfInertiaTensor, Formula::AngularVelocity(worldV, worldOffset) );
} }
void RigidBody::SetAngularVelocity( const Float3 &worldW ) void RigidBody::SetVelocity_Angular( const Float4 &worldW )
{ // by Dan Andersson { // by Dan Andersson
this->angularMomentum = Formula::AngularMomentum( this->momentOfInertiaTensor, worldW ); this->momentum_Angular = Formula::AngularMomentum( this->momentOfInertiaTensor, worldW );
} }
void RigidBody::SetImpulseForce( const Float3 &worldF ) void RigidBody::SetImpulse_Linear( const Float4 &worldJ, const Float4 &atWorldPos )
{ // by Dan Andersson { // by Dan Andersson
this->impulseForceSum = worldF; Float4 worldOffset = atWorldPos - this->centerPos;
} this->impulse_Linear = VectorProjection( worldJ, worldOffset );
this->impulse_Angular = Formula::ImpulseTorque( worldJ, worldOffset );
void RigidBody::SetLinearMomentum( const Float3 &worldG )
{ // by Dan Andersson
this->linearMomentum = worldG;
}
void RigidBody::SetLinearImpulseAcceleration( const Float3 &worldA )
{ // by Dan Andersson
this->impulseForceSum = Formula::ImpulseForce( this->mass, worldA );
}
void RigidBody::SetLinearVelocity( const Float3 &worldV )
{ // by Dan Andersson
this->linearMomentum = Formula::LinearMomentum( this->mass, worldV );
}
void RigidBody::SetImpulseForceAt( const Float3 &worldForce, const Float3 &worldPos )
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
this->impulseForceSum = VectorProjection( worldForce, worldOffset );
this->impulseTorqueSum = Formula::ImpulseTorque( worldForce, worldOffset );
}
void RigidBody::SetLinearMomentumAt( const Float3 &worldG, const Float3 &worldPos )
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
this->linearMomentum = VectorProjection( worldG, worldOffset );
this->angularMomentum = Formula::AngularMomentum( worldG, worldOffset );
}
void RigidBody::SetImpulseAccelerationAt( const Float3 &worldA, const Float3 &worldPos )
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
this->impulseForceSum = Formula::ImpulseForce( this->mass, VectorProjection(worldA, worldOffset) );
this->impulseTorqueSum = Formula::ImpulseTorque( this->box.rotation * this->momentOfInertiaTensor,
Formula::AngularImpulseAcceleration(worldA, worldOffset) );
}
void RigidBody::SetLinearVelocityAt( const Float3 &worldV, const Float3 &worldPos )
{ // by Dan Andersson
Float3 worldOffset = worldPos - this->box.center.xyz;
this->linearMomentum = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
this->angularMomentum = Formula::AngularMomentum( this->box.rotation * this->momentOfInertiaTensor,
Formula::AngularVelocity(worldV, worldOffset) );
} }

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@ -12,110 +12,74 @@
namespace Oyster { namespace Physics3D namespace Oyster { namespace Physics3D
{ {
struct RigidBody struct RigidBody
{ /// A struct of a simple rigid body. { //! A struct of a simple rigid body.
public: public:
::Oyster::Collision3D::Box box; /** Contains data representing physical presence. (worldValue) */ ::Oyster::Math::Float4 centerPos, //!< Location of the body's center in the world.
::Oyster::Math::Float3 angularMomentum, /** The angular momentum H (Nm*s) around an parallell axis. (worldValue) */ axis, //!< Euler rotationAxis of the body.
linearMomentum, /** The linear momentum G (kg*m/s). (worldValue) */ boundingReach, //!<
impulseTorqueSum, /** The impulse torque T (Nm) that will be consumed each update. (worldValue) */ momentum_Linear, //!< The linear momentum G (kg*m/s).
impulseForceSum; /** The impulse force F (N) that will be consumed each update. (worldValue) */ momentum_Angular, //!< The angular momentum H (Nm*s) around an parallell axis.
::Oyster::Math::Float restitutionCoeff, frictionCoeff_Static, frictionCoeff_Kinetic; impulse_Linear, //!< The linear impulse sum Jl (kg*m/s) that will be consumed each update.
impulse_Angular; //!< The angular impulse sum Ja (kg*m^2/s) that will be consumed each update.
::Oyster::Math::Float restitutionCoeff, //!<
frictionCoeff_Static, //!<
frictionCoeff_Kinetic; //!<
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(), RigidBody();
::Oyster::Math::Float mass = 12.0f,
const ::Oyster::Math::Float4x4 &inertiaTensor = ::Oyster::Math::Float4x4::identity );
RigidBody & operator = ( const RigidBody &body ); RigidBody & operator = ( const RigidBody &body );
bool operator == ( const RigidBody &body ); void Update_LeapFrog( ::Oyster::Math::Float updateFrameLength );
bool operator != ( const RigidBody &body );
void Update_LeapFrog( ::Oyster::Math::Float deltaTime ); void ApplyImpulse( const ::Oyster::Math::Float4 &worldJ, const ::Oyster::Math::Float4 &atWorldPos );
void ApplyImpulseForce( const ::Oyster::Math::Float3 &worldF ); void ApplyImpulse_Linear( const ::Oyster::Math::Float4 &worldJ );
void ApplyImpulseForceAt( const ::Oyster::Math::Float3 &worldF, const ::Oyster::Math::Float3 &worldPos ); void ApplyImpulse_Angular( const ::Oyster::Math::Float4 &worldJ );
void ApplyLinearImpulseAcceleration( const ::Oyster::Math::Float3 &worldA ); void ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength );
void ApplyLinearImpulseAccelerationAt( const ::Oyster::Math::Float3 &worldA, const ::Oyster::Math::Float3 &worldPos ); void ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos );
void ApplyImpulseTorque( const ::Oyster::Math::Float3 &worldT );
void ApplyAngularImpulseAcceleration( const ::Oyster::Math::Float3 &worldA );
// ACCESS METHODS /////////////////////////////
::Oyster::Math::Float3 & AccessBoundingReach();
const ::Oyster::Math::Float3 & AccessBoundingReach() const;
::Oyster::Math::Float3 & AccessCenter();
const ::Oyster::Math::Float3 & AccessCenter() const;
// GET METHODS //////////////////////////////// // GET METHODS ////////////////////////////////
const ::Oyster::Math::Float4x4 & GetMomentOfInertia() const; const ::Oyster::Math::Float4x4 & GetMomentOfInertia() const;
const ::Oyster::Math::Float & GetMass() const; ::Oyster::Math::Float GetMass() const;
const ::Oyster::Math::Quaternion & GetRotation() const;
const ::Oyster::Math::Float4x4 GetOrientation() const; ::Oyster::Math::Float4x4 GetRotationMatrix() const;
::Oyster::Math::Float4x4 GetView() const; ::Oyster::Math::Float4x4 GetOrientation() const;
const ::Oyster::Math::Float4x4 & GetToWorldMatrix() const; ::Oyster::Math::Float4x4 GetView() const;
::Oyster::Math::Float4x4 GetToLocalMatrix() const; ::Oyster::Math::Float4x4 GetToWorldMatrix() const;
::Oyster::Math::Float4x4 GetToLocalMatrix() const;
const ::Oyster::Math::Float3 & GetBoundingReach() const; ::Oyster::Math::Float4 GetSize() const;
::Oyster::Math::Float3 GetSize() const; ::Oyster::Math::Float4 GetVelocity_Linear() const;
::Oyster::Math::Float4 GetVelocity_Angular() const;
const ::Oyster::Math::Float3 & GetCenter() const; ::Oyster::Math::Float4 GetLinearMomentum( const ::Oyster::Math::Float4 &atWorldPos ) const;
const ::Oyster::Math::Float3 & GetImpulsTorque() const;
const ::Oyster::Math::Float3 & GetAngularMomentum() const;
::Oyster::Math::Float3 GetAngularImpulseAcceleration() const;
::Oyster::Math::Float3 GetAngularVelocity() const;
const ::Oyster::Math::Float3 & GetImpulseForce() const;
const ::Oyster::Math::Float3 & GetLinearMomentum() const;
::Oyster::Math::Float3 GetLinearImpulseAcceleration() const;
::Oyster::Math::Float3 GetLinearVelocity() const;
void GetMomentumAt( const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &surfaceNormal, ::Oyster::Math::Float3 &normalMomentum, ::Oyster::Math::Float3 &tangentialMomentum ) const;
// SET METHODS //////////////////////////////// // SET METHODS ////////////////////////////////
void SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ); void SetMomentOfInertia_KeepVelocity( const ::Oyster::Math::Float4x4 &localTensorI );
void SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ); void SetMomentOfInertia_KeepMomentum( const ::Oyster::Math::Float4x4 &localTensorI );
void SetMass_KeepVelocity( const ::Oyster::Math::Float &m ); void SetMass_KeepVelocity( const ::Oyster::Math::Float &m );
void SetMass_KeepMomentum( const ::Oyster::Math::Float &m ); void SetMass_KeepMomentum( const ::Oyster::Math::Float &m );
void SetOrientation( const ::Oyster::Math::Float4x4 &o ); void SetOrientation( const ::Oyster::Math::Float4x4 &o );
void SetSize( const ::Oyster::Math::Float3 &widthHeight );
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
void SetRotation( const ::Oyster::Math::Float4x4 &r ); void SetRotation( const ::Oyster::Math::Float4x4 &r );
void SetSize( const ::Oyster::Math::Float4 &widthHeight );
void SetImpulseTorque( const ::Oyster::Math::Float3 &worldT ); void SetMomentum_Linear( const ::Oyster::Math::Float4 &worldG, const ::Oyster::Math::Float4 &atWorldPos );
void SetAngularMomentum( const ::Oyster::Math::Float3 &worldH );
void SetAngularImpulseAcceleration( const ::Oyster::Math::Float3 &worldA );
void SetAngularVelocity( const ::Oyster::Math::Float3 &worldW );
void SetImpulseForce( const ::Oyster::Math::Float3 &worldF ); void SetVelocity_Linear( const ::Oyster::Math::Float4 &worldV );
void SetLinearMomentum( const ::Oyster::Math::Float3 &worldG ); void SetVelocity_Linear( const ::Oyster::Math::Float4 &worldV, const ::Oyster::Math::Float4 &atWorldPos );
void SetLinearImpulseAcceleration( const ::Oyster::Math::Float3 &worldA ); void SetVelocity_Angular( const ::Oyster::Math::Float4 &worldW );
void SetLinearVelocity( const ::Oyster::Math::Float3 &worldV );
void SetImpulseForceAt( const ::Oyster::Math::Float3 &worldF, const ::Oyster::Math::Float3 &worldPos ); void SetImpulse_Linear( const ::Oyster::Math::Float4 &worldJ, const ::Oyster::Math::Float4 &atWorldPos );
void SetLinearMomentumAt( const ::Oyster::Math::Float3 &worldG, const ::Oyster::Math::Float3 &worldPos ); void SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength );
void SetImpulseAccelerationAt( const ::Oyster::Math::Float3 &worldA, const ::Oyster::Math::Float3 &worldPos ); void SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos );
void SetLinearVelocityAt( const ::Oyster::Math::Float3 &worldV, const ::Oyster::Math::Float3 &worldPos );
private: private:
::Oyster::Math::Float mass; /** m (kg) */ ::Oyster::Math::Float mass; //!< m (kg)
::Oyster::Math::Float4x4 momentOfInertiaTensor; /** I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration ) (localValue) */ ::Oyster::Math::Float4x4 momentOfInertiaTensor; //!< I (Nm*s) Tensor matrix ( only need to be 3x3 matrix, but is 4x4 for future hardware acceleration ) (localValue)
::Oyster::Math::Quaternion rotation; //!< RotationAxis of the body.
}; };
// INLINE IMPLEMENTATIONS ///////////////////////////////////////
inline const ::Oyster::Math::Float4x4 & RigidBody::GetToWorldMatrix() const
{
return this->GetOrientation();
}
inline ::Oyster::Math::Float4x4 RigidBody::GetToLocalMatrix() const
{
return this->GetView();
}
} } } }
#include "RigidBody_Inline.h"
#endif #endif

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/////////////////////////////////////////////////////////////////////
// INLINE IMPLEMENTATIONS
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_RIGIDBODY_INLINE_H
#define OYSTER_PHYSICS_3D_RIGIDBODY_INLINE_H
#include "RigidBody.h"
namespace Oyster { namespace Physics3D
{
inline void RigidBody::ApplyImpulse_Linear( const ::Oyster::Math::Float4 &worldJ )
{
this->impulse_Linear += worldJ;
}
inline void RigidBody::ApplyImpulse_Angular( const ::Oyster::Math::Float4 &worldJ )
{
this->impulse_Angular += worldJ;
}
inline void RigidBody::ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength )
{
this->impulse_Linear += worldF * updateFrameLength;
}
inline void RigidBody::ApplyForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos )
{
this->ApplyImpulse( worldF * updateFrameLength, atWorldPos );
}
inline ::Oyster::Math::Float4x4 RigidBody::GetToWorldMatrix() const
{
return this->GetOrientation();
}
inline ::Oyster::Math::Float4x4 RigidBody::GetToLocalMatrix() const
{
return this->GetView();
}
inline ::Oyster::Math::Float4 RigidBody::GetSize() const
{
return 2.0f * this->boundingReach;
}
inline void RigidBody::SetSize( const ::Oyster::Math::Float4 &widthHeight )
{
this->boundingReach = ::Utility::Value::Abs( 0.5f * widthHeight );
}
inline void RigidBody::SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength )
{
this->impulse_Linear = worldF * updateFrameLength;
}
inline void RigidBody::SetForce( const ::Oyster::Math::Float4 &worldF, ::Oyster::Math::Float updateFrameLength, const ::Oyster::Math::Float4 &atWorldPos )
{
this->SetImpulse_Linear( worldF * updateFrameLength, atWorldPos );
}
} }
#endif