Merge remote-tracking branch 'origin/Physics' into GameLogic

Conflicts:
	Bin/Content/Shaders/TextureDebug.cso
This commit is contained in:
Erik Persson 2013-12-12 10:10:52 +01:00
commit c801ab829a
20 changed files with 444 additions and 82 deletions

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@ -62,6 +62,7 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
switch(movement) switch(movement)
{ {
case PLAYER_MOVEMENT_FORWARD: case PLAYER_MOVEMENT_FORWARD:
break; break;
case PLAYER_MOVEMENT_BACKWARD: case PLAYER_MOVEMENT_BACKWARD:

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@ -91,9 +91,12 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -102,9 +105,12 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -115,11 +121,14 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -130,11 +139,14 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
@ -154,6 +166,8 @@
<ClInclude Include="Implementation\SimpleRigidBody.h" /> <ClInclude Include="Implementation\SimpleRigidBody.h" />
<ClInclude Include="Implementation\SphericalRigidBody.h" /> <ClInclude Include="Implementation\SphericalRigidBody.h" />
<ClInclude Include="PhysicsAPI.h" /> <ClInclude Include="PhysicsAPI.h" />
<ClInclude Include="PhysicsStructs-Impl.h" />
<ClInclude Include="PhysicsStructs.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Implementation\Octree.cpp" /> <ClCompile Include="Implementation\Octree.cpp" />

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@ -36,6 +36,12 @@
<ClInclude Include="Implementation\Octree.h"> <ClInclude Include="Implementation\Octree.h">
<Filter>Header Files\Implementation</Filter> <Filter>Header Files\Implementation</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="PhysicsStructs.h">
<Filter>Header Files\Include</Filter>
</ClInclude>
<ClInclude Include="PhysicsStructs-Impl.h">
<Filter>Header Files\Include</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp"> <ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">

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@ -39,7 +39,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef)
data.next = NULL; data.next = NULL;
data.prev = NULL; data.prev = NULL;
data.customBodyRef = customBodyRef; data.customBodyRef = customBodyRef;
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (customBodyRef, this->leafData.size())); this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (data.customBodyRef, this->leafData.size()));
this->leafData.push_back(data); this->leafData.push_back(data);
/*if(tempPtr != NULL) /*if(tempPtr != NULL)
@ -184,6 +184,7 @@ unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const
void Octree::SetAsAltered( unsigned int tempRef ) void Octree::SetAsAltered( unsigned int tempRef )
{ {
this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere();
//! @todo TODO: implement stub //! @todo TODO: implement stub
} }

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@ -20,36 +20,36 @@ namespace
float deltaWhen; float deltaWhen;
Float3 worldWhere; Float3 worldWhere;
if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) if( proto->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) )
{ {
proto->CallSubscription( proto, deuter ); proto->CallSubscription( proto, deuter );
} }
} }
} }
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius) Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem )
{ {
return Formula::MomentOfInertia::Sphere(mass, radius); return targetMem = Formula::MomentOfInertia::Sphere(mass, radius);
} }
Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius) Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem )
{ {
return Formula::MomentOfInertia::HollowSphere(mass, radius); return targetMem = Formula::MomentOfInertia::HollowSphere(mass, radius);
} }
Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth ) Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth, ::Oyster::Math::Float4x4 &targetMem )
{ {
return Formula::MomentOfInertia::Cuboid(mass, height, width, depth); return targetMem = Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
} }
Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius ) Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius, ::Oyster::Math::Float4x4 &targetMem )
{ {
return Formula::MomentOfInertia::Cylinder(mass, height, radius); return targetMem = Formula::MomentOfInertia::Cylinder(mass, height, radius);
} }
Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length ) Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length, ::Oyster::Math::Float4x4 &targetMem )
{ {
return Formula::MomentOfInertia::RodCenter(mass, length); return targetMem = Formula::MomentOfInertia::RodCenter(mass, length);
} }
API & API::Instance() API & API::Instance()

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@ -42,6 +42,23 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
return new SimpleRigidBody( *this ); return new SimpleRigidBody( *this );
} }
SimpleRigidBody::State SimpleRigidBody::GetState() const
{
return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
{
return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
{ /** @todo TODO: temporary solution! Need to know it's occtree */
this->rigid.box.boundingOffset = state.GetReach();
this->rigid.box.center = state.GetCenterPosition();
this->rigid.box.rotation = state.GetRotation();
}
void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
{ {
this->collisionAction( proto, deuter ); this->collisionAction( proto, deuter );
@ -107,6 +124,12 @@ Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
return targetMem = this->rigid.GetView(); return targetMem = this->rigid.GetView();
} }
Float3 SimpleRigidBody::GetRigidLinearVelocity() const
{
return this->rigid.GetLinearVelocity();
}
UpdateState SimpleRigidBody::Update( Float timeStepLength ) UpdateState SimpleRigidBody::Update( Float timeStepLength )
{ {
this->rigid.Update_LeapFrog( timeStepLength ); this->rigid.Update_LeapFrog( timeStepLength );
@ -177,4 +200,9 @@ void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
void SimpleRigidBody::SetSize( const Float3 &size ) void SimpleRigidBody::SetSize( const Float3 &size )
{ {
this->rigid.SetSize( size ); this->rigid.SetSize( size );
}
void SimpleRigidBody::SetMomentum( const Float3 &worldG )
{
this->rigid.SetLinearMomentum( worldG );
} }

View File

@ -15,6 +15,11 @@ namespace Oyster { namespace Physics
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const; ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
State GetState() const;
State & GetState( State &targetMem ) const;
void SetState( const State &state );
::Oyster::Math::Float3 GetRigidLinearVelocity() const;
void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
bool IsAffectedByGravity() const; bool IsAffectedByGravity() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
@ -41,6 +46,7 @@ namespace Oyster { namespace Physics
void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
void SetSize( const ::Oyster::Math::Float3 &size ); void SetSize( const ::Oyster::Math::Float3 &size );
void SetMomentum( const ::Oyster::Math::Float3 &worldG );
private: private:
::Oyster::Physics3D::RigidBody rigid; ::Oyster::Physics3D::RigidBody rigid;

View File

@ -44,6 +44,23 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
return new SphericalRigidBody( *this ); return new SphericalRigidBody( *this );
} }
SphericalRigidBody::State SphericalRigidBody::GetState() const
{
return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
{
return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
{ /** @todo TODO: temporary solution! Need to know it's occtree */
this->rigid.box.boundingOffset = state.GetReach();
this->rigid.box.center = state.GetCenterPosition();
this->rigid.box.rotation = state.GetRotation();
}
void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
{ {
this->collisionAction( proto, deuter ); this->collisionAction( proto, deuter );
@ -109,6 +126,11 @@ Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
return targetMem = this->rigid.GetView(); return targetMem = this->rigid.GetView();
} }
Float3 SphericalRigidBody::GetRigidLinearVelocity() const
{
return this->rigid.GetLinearVelocity();
}
UpdateState SphericalRigidBody::Update( Float timeStepLength ) UpdateState SphericalRigidBody::Update( Float timeStepLength )
{ {
this->rigid.Update_LeapFrog( timeStepLength ); this->rigid.Update_LeapFrog( timeStepLength );
@ -183,4 +205,9 @@ void SphericalRigidBody::SetSize( const Float3 &size )
{ {
this->rigid.SetSize( size ); this->rigid.SetSize( size );
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )? this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
}
void SphericalRigidBody::SetMomentum( const Float3 &worldG )
{
this->rigid.SetLinearMomentum( worldG );
} }

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@ -16,6 +16,11 @@ namespace Oyster { namespace Physics
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const; ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
State GetState() const;
State & GetState( State &targetMem = State() ) const;
void SetState( const State &state );
::Oyster::Math::Float3 GetRigidLinearVelocity() const;
void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
bool IsAffectedByGravity() const; bool IsAffectedByGravity() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
@ -42,6 +47,7 @@ namespace Oyster { namespace Physics
void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
void SetSize( const ::Oyster::Math::Float3 &size ); void SetSize( const ::Oyster::Math::Float3 &size );
void SetMomentum( const ::Oyster::Math::Float3 &worldG );
private: private:
::Oyster::Physics3D::RigidBody rigid; ::Oyster::Physics3D::RigidBody rigid;

View File

@ -17,6 +17,13 @@ namespace Oyster
class API; class API;
class ICustomBody; class ICustomBody;
namespace Struct
{
struct SimpleBodyDescription;
struct SphericalBodyDescription;
struct CustomBodyState;
}
enum UpdateState enum UpdateState
{ {
UpdateState_resting, UpdateState_resting,
@ -31,22 +38,22 @@ namespace Oyster
class PHYSICS_DLL_USAGE MomentOfInertia class PHYSICS_DLL_USAGE MomentOfInertia
{ {
public: public:
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
}; };
class PHYSICS_DLL_USAGE API class PHYSICS_DLL_USAGE API
{ {
public: public:
struct SimpleBodyDescription; typedef Struct::SimpleBodyDescription SimpleBodyDescription;
struct SphericalBodyDescription; typedef Struct::SphericalBodyDescription SphericalBodyDescription;
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto ); typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
@ -236,7 +243,15 @@ namespace Oyster
SubscriptMessage_ignore_collision_response SubscriptMessage_ignore_collision_response
}; };
/********************************************************
* @param gameObjectRef: a pointer to the object in the game owning the rigid body.
********************************************************/
void* gameObjectRef;
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter ); typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
typedef Struct::SphericalBodyDescription SphericalBodyDescription;
typedef Struct::CustomBodyState State;
virtual ~ICustomBody() {}; virtual ~ICustomBody() {};
@ -251,6 +266,26 @@ namespace Oyster
********************************************************/ ********************************************************/
virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0; virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0;
/********************************************************
* @todo TODO: need doc
********************************************************/
virtual State GetState() const = 0;
/********************************************************
* @todo TODO: need doc
********************************************************/
virtual State & GetState( State &targetMem ) const = 0;
/********************************************************
* @return the linear velocity of the rigid body in a vector.
********************************************************/
virtual Math::Float3 GetRigidLinearVelocity() const = 0;
/********************************************************
* @todo TODO: need doc
********************************************************/
virtual void SetState( const State &state ) = 0;
/******************************************************** /********************************************************
* @return true if Engine should apply gravity on this object. * @return true if Engine should apply gravity on this object.
********************************************************/ ********************************************************/
@ -390,49 +425,16 @@ namespace Oyster
* Use API::SetSize(...) * Use API::SetSize(...)
********************************************************/ ********************************************************/
virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0; virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
};
struct API::SimpleBodyDescription /********************************************************
{ * To not be called if is in Engine
::Oyster::Math::Float4x4 rotation; * Use API::?? @todo TODO:
::Oyster::Math::Float3 centerPosition; ********************************************************/
::Oyster::Math::Float3 size; virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0;
::Oyster::Math::Float mass;
::Oyster::Math::Float4x4 inertiaTensor;
ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SimpleBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->size = ::Oyster::Math::Float3( 1.0f );
this->mass = 12.0f;
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription = NULL;
this->ignoreGravity = false;
}
};
struct API::SphericalBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float radius;
::Oyster::Math::Float mass;
ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SphericalBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->radius = 0.5f;
this->mass = 10.0f;
this->subscription = NULL;
this->ignoreGravity = false;
}
}; };
} }
} }
#include "PhysicsStructs.h"
#endif #endif

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@ -0,0 +1,117 @@
#ifndef PHYSICS_STRUCTS_IMPL_H
#define PHYSICS_STRUCTS_IMPL_H
#include "PhysicsStructs.h"
namespace Oyster { namespace Physics
{
namespace Struct
{
inline SimpleBodyDescription::SimpleBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->size = ::Oyster::Math::Float3( 1.0f );
this->mass = 12.0f;
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription = NULL;
this->ignoreGravity = false;
}
inline SphericalBodyDescription::SphericalBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->radius = 0.5f;
this->mass = 10.0f;
this->subscription = NULL;
this->ignoreGravity = false;
}
inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 &centerPos, const ::Oyster::Math::Float3 &rotation )
{
this->reach = ::Oyster::Math::Float4( reach, 0.0f );
this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f );
this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f );
this->isSpatiallyAltered = this->isDisturbed = false;
}
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
{
this->reach = state.reach;
this->centerPos = state.centerPos;
this->angularAxis = state.angularAxis;
this->isSpatiallyAltered = state.isSpatiallyAltered;
this->isDisturbed = state.isDisturbed;
return *this;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
{
return this->reach;
}
inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const
{
return 2.0f * this->GetReach();
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const
{
return this->centerPos;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const
{
return this->angularAxis;
}
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
{
return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
}
inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size )
{
this->SetReach( 0.5f * size );
}
inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize )
{
this->reach.xyz = halfSize;
this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 &centerPos )
{
this->centerPos.xyz = centerPos;
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis )
{
this->angularAxis.xyz = angularAxis;
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
{
this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz );
}
inline bool CustomBodyState::IsSpatiallyAltered() const
{
return this->isSpatiallyAltered;
}
inline bool CustomBodyState::IsDisturbed() const
{
return this->isDisturbed;
}
}
} }
#endif

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@ -0,0 +1,70 @@
#ifndef PHYSICS_STRUCTS_H
#define PHYSICS_STRUCTS_H
#include "OysterMath.h"
#include "PhysicsAPI.h"
namespace Oyster { namespace Physics
{
namespace Struct
{
struct SimpleBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float3 size;
::Oyster::Math::Float mass;
::Oyster::Math::Float4x4 inertiaTensor;
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SimpleBodyDescription();
};
struct SphericalBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float radius;
::Oyster::Math::Float mass;
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SphericalBodyDescription();
};
struct CustomBodyState
{
public:
CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null,
const ::Oyster::Math::Float3 &centerPos = ::Oyster::Math::Float3::null,
const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null );
CustomBodyState & operator = ( const CustomBodyState &state );
const ::Oyster::Math::Float4 & GetReach() const;
::Oyster::Math::Float4 GetSize() const;
const ::Oyster::Math::Float4 & GetCenterPosition() const;
const ::Oyster::Math::Float4 & GetAngularAxis() const;
::Oyster::Math::Float4x4 GetRotation() const;
void SetSize( const ::Oyster::Math::Float3 &size );
void SetReach( const ::Oyster::Math::Float3 &halfSize );
void SetCenterPosition( const ::Oyster::Math::Float3 &centerPos );
void SetRotation( const ::Oyster::Math::Float3 &angularAxis );
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
bool IsSpatiallyAltered() const;
bool IsDisturbed() const;
private:
::Oyster::Math::Float4 reach, centerPos, angularAxis;
bool isSpatiallyAltered, isDisturbed;
};
}
} }
#include "PhysicsStructs-Impl.h"
#endif

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@ -11,6 +11,27 @@
#include "Quaternion.h" #include "Quaternion.h"
#include <math.h> #include <math.h>
namespace std
{
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
{
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
{
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
{
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
}
}
// x2 // x2
template<typename ScalarType> template<typename ScalarType>
@ -233,6 +254,18 @@ namespace LinearAlgebra2D
namespace LinearAlgebra3D namespace LinearAlgebra3D
{ {
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
{
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix4x4<ScalarType> &rotationMatrix )
{
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
}
template<typename ScalarType> template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & TranslationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &position, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() ) inline ::LinearAlgebra::Matrix4x4<ScalarType> & TranslationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &position, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ {
@ -286,7 +319,9 @@ namespace LinearAlgebra3D
template<typename ScalarType> template<typename ScalarType>
inline ::LinearAlgebra::Matrix3x3<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() ) inline ::LinearAlgebra::Matrix3x3<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() )
{ return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); } {
return ::LinearAlgebra2D::RotationMatrix( radian, targetMem );
}
template<typename ScalarType> template<typename ScalarType>
inline ::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() ) inline ::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
@ -300,7 +335,21 @@ namespace LinearAlgebra3D
} }
template<typename ScalarType> template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem ) inline ::LinearAlgebra::Matrix4x4<ScalarType> RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &angularAxis )
{
ScalarType radian = angularAxis.GetMagnitude();
if( radian != 0 )
{
return RotationMatrix( angularAxis / radian, radian );
}
else
{
return ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
}
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /// TODO: not verified { /// TODO: not verified
ScalarType r = radian * 0.5f, ScalarType r = radian * 0.5f,
s = std::sin( r ), s = std::sin( r ),
@ -462,7 +511,7 @@ namespace LinearAlgebra3D
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() ) ::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ {
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
dDepth = farClip / (farClip - nearClip); dDepth = farClip / (farClip - nearClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0, return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
0, fov, 0, 0, 0, fov, 0, 0,
0, 0, dDepth, -(dDepth * nearClip), 0, 0, dDepth, -(dDepth * nearClip),
@ -473,7 +522,7 @@ namespace LinearAlgebra3D
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() ) ::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /** @todo TODO: not tested */ { /** @todo TODO: not tested */
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
dDepth = farClip / (farClip - nearClip); dDepth = farClip / (farClip - nearClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0, return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0,
0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0, 0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0,
0, 0, dDepth, -(dDepth * nearClip), 0, 0, dDepth, -(dDepth * nearClip),

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@ -81,20 +81,45 @@ namespace Oyster { namespace Math2D
namespace Oyster { namespace Math3D namespace Oyster { namespace Math3D
{ {
Float4 AngularAxis( const Float3x3 &rotationMatrix )
{
return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
}
Float4 AngularAxis( const Float4x4 &rotationMatrix )
{
return ::LinearAlgebra3D::AngularAxis( rotationMatrix );
}
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem ) Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); } {
return ::LinearAlgebra3D::TranslationMatrix( position, 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 );
}
Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem ) Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); } {
return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem );
}
Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem ) Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); } {
return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem );
}
Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem )
{
return targetMem = ::LinearAlgebra3D::RotationMatrix( angularAxis );
}
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem ) Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); } {
return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem );
}
Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem ) Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem )
{ {
@ -103,7 +128,8 @@ namespace Oyster { namespace Math3D
Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem ) Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem )
{ {
return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); // return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
return targetMem = rotation.GetTranspose();
} }
Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem ) Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem )

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@ -147,6 +147,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
{ {
using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace
//! Extracts the angularAxis from rotationMatrix
Float4 AngularAxis( const Float3x3 &rotationMatrix );
//! Extracts the angularAxis from rotationMatrix
Float4 AngularAxis( const Float4x4 &rotationMatrix );
/// 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() );
@ -159,6 +165,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
/// 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.
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() );

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@ -393,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
bool Intersect( const BoxAxisAligned &box, const Sphere &sphere ) bool Intersect( const BoxAxisAligned &box, const Sphere &sphere )
{ // by Dan Andersson { // by Dan Andersson
Float3 e = Max( box.minVertex - sphere.center, Float3::null ); Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null );
e += Max( sphere.center - box.maxVertex, Float3::null ); e += Max( Float4(sphere.center - box.maxVertex, 0.0f), Float4::null );
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
return true; return true;
@ -459,12 +459,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
bool Intersect( const Box &box, const Sphere &sphere ) bool Intersect( const Box &box, const Sphere &sphere )
{ // by Dan Andersson { // by Dan Andersson
Float3 e = sphere.center - box.center, // center: sphere's center in the box's view space
centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) ); Float4 center = TransformVector( InverseRotationMatrix(box.rotation), Float4(sphere.center - box.center, 0.0f) );
e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null ); Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - center, Float4::null );
e += Max( centerL - box.boundingOffset, Float3::null ); e += Max( center - Float4(box.boundingOffset, 0.0f), Float4::null );
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
return true; return true;
} }

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@ -38,7 +38,7 @@ bool Point::Intersects( const ICollideable &target ) const
case Type_universe: return true; case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance ); case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance );
case Type_sphere: Utility::Intersect( *(Sphere*)&target, *this ); case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this );
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this );
//case Type_triangle: return false; // TODO: //case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this ); case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );

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@ -60,7 +60,7 @@ bool Ray::Contains( const ICollideable &target ) const
switch( target.type ) switch( target.type )
{ {
case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance ); case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance );
case Type_ray: Utility::Contains( *this, *(Ray*)&target ); case Type_ray: return Utility::Contains( *this, *(Ray*)&target );
default: return false; default: return false;
} }
} }

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@ -35,7 +35,7 @@ bool Sphere::Intersects( const ICollideable &target ) const
case Type_universe: return true; case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: Utility::Intersect( *this, *(Sphere*)&target ); case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this );
// case Type_triangle: return false; // TODO: // case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this ); case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );