parent
4362b88a74
commit
c6064887b7
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@ -63,7 +63,7 @@ namespace Oyster { namespace Physics3D
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******************************************************************/
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******************************************************************/
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inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &worldOffset )
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inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &worldOffset )
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{
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{
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return offset.Cross( linearMomentum );
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return worldOffset.Cross( linearMomentum );
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}
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}
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/******************************************************************
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/******************************************************************
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@ -144,7 +144,7 @@ namespace Oyster { namespace Physics3D
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******************************************************************/
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******************************************************************/
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inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
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inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
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{
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{
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return angularVelocity.Cross( offset );
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return angularVelocity.Cross( worldOffset );
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}
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}
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/******************************************************************
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/******************************************************************
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@ -153,7 +153,7 @@ namespace Oyster { namespace Physics3D
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******************************************************************/
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******************************************************************/
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inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
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inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
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{
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{
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return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), offset );
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return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), worldOffset );
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}
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}
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/******************************************************************
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/******************************************************************
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@ -180,7 +180,7 @@ namespace Oyster { namespace Physics3D
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******************************************************************/
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******************************************************************/
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inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &worldOffset )
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inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &worldOffset )
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{
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{
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return offset.Cross( impulseForce );
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return worldOffset.Cross( impulseForce );
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}
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}
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/******************************************************************
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/******************************************************************
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@ -273,7 +273,7 @@ void RigidBody::SetSize( const Float3 &widthHeight )
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void RigidBody::SetCenter( const Float3 &worldPos )
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void RigidBody::SetCenter( const Float3 &worldPos )
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{ // by Dan Andersson
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{ // by Dan Andersson
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this->box.center = p;
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this->box.center = worldPos;
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}
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}
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void RigidBody::SetImpulseTorque( const Float3 &worldT )
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void RigidBody::SetImpulseTorque( const Float3 &worldT )
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