This commit is contained in:
Dander7BD 2013-11-12 00:10:48 +01:00
parent 056fadbf79
commit d5414d1443
24 changed files with 786 additions and 59 deletions

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@ -284,30 +284,38 @@ namespace LinearAlgebra3D
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &sumDeltaAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /// TODO: not tested
ScalarType radian = sumDeltaAngularAxis.Dot( sumDeltaAngularAxis );
if( radian > 0 )
{
radian = ::std::sqrt( radian );
::LinearAlgebra::Vector3<ScalarType> axis = sumDeltaAngularAxis / radian;
RotationMatrix( axis, radian, targetMem );
}
else targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &deltaRadian, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /** @todo TODO: not tested */
RotationMatrix( normalizedAxis, deltaRadian, targetMem );
targetMem.v[3].xyz = sumTranslation;
return targetMem;
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &sumDeltaAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, const ::LinearAlgebra::Vector3<ScalarType> &centerOfRotation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /// TODO: not tested
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &sumDeltaAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /** @todo TODO: not tested */
ScalarType radian = sumDeltaAngularAxis.Dot( sumDeltaAngularAxis );
if( radian > 0 )
{
radian = ::std::sqrt( radian );
::LinearAlgebra::Vector3<ScalarType> axis = sumDeltaAngularAxis / radian;
RotationMatrix( axis, radian, targetMem );
return OrientationMatrix( sumDeltaAngularAxis / radian, radian, targetMem );
}
else
{
targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
targetMem.v[3].xyz = sumTranslation;
return targetMem;
}
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &sumDeltaAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, const ::LinearAlgebra::Vector3<ScalarType> &centerOfRotation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /** @todo TODO: not tested */
ScalarType radian = sumDeltaAngularAxis.Dot( sumDeltaAngularAxis );
if( radian > 0 )
{
radian = ::std::sqrt( radian );
RotationMatrix( sumDeltaAngularAxis / radian, radian, targetMem );
}
else targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
@ -337,7 +345,7 @@ namespace LinearAlgebra3D
*/
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Orthographic( const ScalarType &width, const ScalarType &height, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /// TODO: not tested
{ /** @todo TODO: not tested */
ScalarType c = 1 / (nearClip - farClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
0, 2/height, 0, 0,
@ -354,7 +362,7 @@ namespace LinearAlgebra3D
*/
template<typename 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>() )
{ /// TODO: not tested
{ /** @todo TODO: not tested */
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
dDepth = farClip / (farClip - nearClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,

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@ -63,6 +63,9 @@ namespace Oyster { namespace Math3D
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); }
Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem ); }
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, Float4x4 &targetMem )
{ return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, targetMem ); }

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@ -26,6 +26,8 @@ namespace Oyster { namespace Math /// Oyster's native math library
typedef Float3 Vector3; // by popular demand
typedef Float4 Vector4; // by popular demand
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.
/// @todo TODO: create a template UniquePointer to use here
bool IsSupported();
@ -146,48 +148,63 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
/// Please make sure normalizedAxis is normalized.
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() );
/** Sets and returns targetMem as an orientation Matrix
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param normalizedAxis: The normalized vector parallell with the rotationAxis.
* @param deltaRadian: The rotation angle.
* @param sumTranslation: sum of all the translation vectors.
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
* @return targetMem
* @todo TODO: not tested
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param sumDeltaAngularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
* @param sumTranslation: sum of all the translation vectors.
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
* @return targetMem
@todo TODO: not tested
*/
* @todo TODO: not tested
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, Float4x4 &targetMem = Float4x4() );
/** Sets and returns targetMem as an orientation Matrix
* @param targetMem: is set to a rigibody matrix that revolve/rotate counterclockwise around centerOfMass and then translates.
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param sumDeltaAngularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
* @param sumTranslation: sum of all the translation vectors.
* @param centerOfMass: the point the particles is to revolve around, prior to translation. Default set to null vector aka origo.
* @param targetMem: is set to a rigibody matrix that revolve/rotate counterclockwise around centerOfMass and then translates.
* @return targetMem
@todo TODO: not tested
*/
* @todo TODO: not tested
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 &centerOfMass, 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.
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
/** Creates an orthographic projection matrix designed for DirectX enviroment.
* @param targetMem; is set to an orthographic projection matrix.
/*******************************************************************
* Creates an orthographic projection matrix designed for DirectX enviroment.
* @param width; of the projection sample volume.
* @param height; of the projection sample volume.
* @param nearClip: Distance to the nearPlane.
* @param farClip: Distance to the farPlane.
* @param targetMem; is set to an orthographic projection matrix.
* @return targetMem
@todo TODO: not tested
*/
* @todo TODO: not tested
*******************************************************************/
Float4x4 & ProjectionMatrix_Orthographic( const Float &width, const Float &height, const Float &nearClip = ::std::numeric_limits<Float>::epsilon(), const Float &farClip = ::std::numeric_limits<Float>::max(), Float4x4 &targetMem = Float4x4() );
/** Creates a perspective projection matrix designed for DirectX enviroment.
* @param targetMem; is set to a perspective transform matrix.
/*******************************************************************
* Creates a perspective projection matrix designed for DirectX enviroment.
* @param vertFoV; is the vertical field of vision in radians. (lookup FoV Hor+ )
* @param aspect; is the screenratio width/height (example 16/9 or 16/10 )
* @param nearClip: Distance to the nearPlane
* @param farClip: Distance to the farPlane
* @param targetMem; is set to a perspective transform matrix.
* @return targetMem
@todo TODO: not tested
*/
* @todo TODO: not tested
*******************************************************************/
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

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@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "Box.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;

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@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "BoxAxisAligned.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;

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@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "Line.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;

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@ -2,7 +2,7 @@
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
#include "Utilities.h"
#include <limits>

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@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "Plane.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math;

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@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "Point.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;

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@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "Ray.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;

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@ -1,5 +1,5 @@
#include "Sphere.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math;

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@ -1,5 +1,5 @@
#include "Universe.h"
#include "OysterCollision.h"
#include "..\OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Utility::Memory;
@ -29,6 +29,6 @@ bool Universe::Intersects( const ICollideable *target ) const
return true;
}
bool Sphere::Contains( const ICollideable *target ) const
bool Universe::Contains( const ICollideable *target ) const
{ return true; } // universe contains everything

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@ -6,17 +6,17 @@
#ifndef OYSTER_COLLISION_3D_UTILITY_H
#define OYSTER_COLLISION_3D_UTILITY_H
#include "ICollideable.h"
#include "Universe.h"
#include "Point.h"
#include "Ray.h"
#include "Sphere.h"
#include "Plane.h"
//#include "Triangle.h"
#include "BoxAxisAligned.h"
#include "Box.h"
#include "Frustrum.h"
#include "Line.h"
#include "Collision\ICollideable.h"
#include "Collision\Universe.h"
#include "Collision\Point.h"
#include "Collision\Ray.h"
#include "Collision\Sphere.h"
#include "Collision\Plane.h"
//#include "Collision\Triangle.h"
#include "Collision\BoxAxisAligned.h"
#include "Collision\Box.h"
#include "Collision\Frustrum.h"
#include "Collision\Line.h"
namespace Oyster { namespace Collision3D { namespace Utility
{

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@ -0,0 +1,103 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_H
#define OYSTER_PHYSICS_3D_H
#include "OysterMath.h"
namespace Oyster { namespace Physics3D
{ /// Library of 3D physics related components, alghorithms and formulas
namespace Formula
{ /// Library of 3D physics related formulas
/******************************************************************
* Returns the linear kinetic energy of a mass in motion.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float LinearKineticEnergy( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float3 &linearVelocity )
{ return (0.5f * mass) * linearVelocity.Dot( linearVelocity ); }
/******************************************************************
* Returns the angular kinetic energy of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float AngularKineticEnergy( const ::Oyster::Math::Float &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity )
{ return (0.5f * momentOfInertia) * angularVelocity.Dot( angularVelocity ); }
/******************************************************************
* Returns the linear momentum of a mass in motion.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 LinearMomentum( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float3 &linearVelocity )
{ return mass * linearVelocity; }
/******************************************************************
* Returns the linear velocity of a mass with momentum.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 LinearVelocity( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float3 &linearMomentum )
{ return linearMomentum / mass; }
/******************************************************************
* Returns the local angular momentum of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity )
{ return momentOfInertia * angularVelocity; }
/******************************************************************
* Returns the local tangential momentum at localPos, of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 & TangentialLinearMomentum( const ::Oyster::Math::Float &localAngularMomentum, const ::Oyster::Math::Float3 &localPosition, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() )
{ return targetMem = localAngularMomentum * ::Oyster::Math::Float3( -localPosition.y, localPosition.x ); }
/******************************************************************
* Returns the local tangential momentum at localPos, of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 & TangentialLinearMomentum( const ::Oyster::Math::Float &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &localPosition, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() )
{ return targetMem = AngularMomentum( momentOfInertia, angularVelocity ).Cross( localPosition ); }
/******************************************************************
* Returns the local angular velocity of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 AngularVelocity( const ::Oyster::Math::Float &momentOfInertia, const ::Oyster::Math::Float3 &angularMomentum )
{ return angularMomentum / momentOfInertia; }
/******************************************************************
* Returns the local tangential velocity at localPos, of a mass in rotation.
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 & TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &localPosition, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() )
{ return targetMem = angularVelocity.Cross( localPosition ); }
/******************************************************************
*
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 LinearImpulseAcceleration( ::Oyster::Math::Float mass, const ::Oyster::Math::Float3 &impulseForce )
{ return impulseForce / mass; }
/******************************************************************
*
* @todo TODO: improve doc
******************************************************************/
inline ::Oyster::Math::Float3 ImpulseForce( ::Oyster::Math::Float mass, const ::Oyster::Math::Float3 &linearImpulseAcceleration )
{ return linearImpulseAcceleration * mass; }
namespace MomentOfInertia
{ /// Library of Formulas to calculate moment of inerta for simple shapes
/** @todo TODO: add MomentOfInertia formulas */
}
}
} }
#include "Particle.h"
#include "RigidBody.h"
#include "Spring.h"
#endif

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@ -140,7 +140,8 @@
<ItemGroup>
<ClCompile Include="Collision\Box.cpp" />
<ClCompile Include="Collision\BoxAxisAligned.cpp" />
<ClCompile Include="Collision\OysterCollision.cpp" />
<ClCompile Include="Collision\ICollideable.cpp" />
<ClCompile Include="Collision\OysterCollision3D.cpp" />
<ClCompile Include="Collision\Frustrum.cpp" />
<ClCompile Include="Collision\Line.cpp" />
<ClCompile Include="Collision\Plane.cpp" />
@ -148,11 +149,14 @@
<ClCompile Include="Collision\Ray.cpp" />
<ClCompile Include="Collision\Sphere.cpp" />
<ClCompile Include="Collision\Universe.cpp" />
<ClCompile Include="Physics\FluidDrag.cpp" />
<ClCompile Include="Physics\Particle.cpp" />
<ClCompile Include="Physics\RigidBody.cpp" />
<ClCompile Include="Physics\Spring.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Collision\Box.h" />
<ClInclude Include="Collision\BoxAxisAligned.h" />
<ClInclude Include="Collision\OysterCollision.h" />
<ClInclude Include="Collision\Frustrum.h" />
<ClInclude Include="Collision\ICollideable.h" />
<ClInclude Include="Collision\Line.h" />
@ -161,6 +165,12 @@
<ClInclude Include="Collision\Ray.h" />
<ClInclude Include="Collision\Sphere.h" />
<ClInclude Include="Collision\Universe.h" />
<ClInclude Include="OysterCollision3D.h" />
<ClInclude Include="OysterPhysics3D.h" />
<ClInclude Include="Physics\FluidDrag.h" />
<ClInclude Include="Physics\Particle.h" />
<ClInclude Include="Physics\RigidBody.h" />
<ClInclude Include="Physics\Spring.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Misc\Misc.vcxproj">

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@ -54,7 +54,22 @@
<ClCompile Include="Collision\Universe.cpp">
<Filter>Source Files\Collision</Filter>
</ClCompile>
<ClCompile Include="Collision\OysterCollision.cpp">
<ClCompile Include="Collision\OysterCollision3D.cpp">
<Filter>Source Files\Collision</Filter>
</ClCompile>
<ClCompile Include="Physics\FluidDrag.cpp">
<Filter>Source Files\Physics</Filter>
</ClCompile>
<ClCompile Include="Physics\Particle.cpp">
<Filter>Source Files\Physics</Filter>
</ClCompile>
<ClCompile Include="Physics\RigidBody.cpp">
<Filter>Source Files\Physics</Filter>
</ClCompile>
<ClCompile Include="Physics\Spring.cpp">
<Filter>Source Files\Physics</Filter>
</ClCompile>
<ClCompile Include="Collision\ICollideable.cpp">
<Filter>Source Files\Collision</Filter>
</ClCompile>
</ItemGroup>
@ -89,8 +104,23 @@
<ClInclude Include="Collision\Universe.h">
<Filter>Header Files\Collision</Filter>
</ClInclude>
<ClInclude Include="Collision\OysterCollision.h">
<Filter>Header Files\Collision</Filter>
<ClInclude Include="Physics\FluidDrag.h">
<Filter>Header Files\Physics</Filter>
</ClInclude>
<ClInclude Include="Physics\Particle.h">
<Filter>Header Files\Physics</Filter>
</ClInclude>
<ClInclude Include="Physics\RigidBody.h">
<Filter>Header Files\Physics</Filter>
</ClInclude>
<ClInclude Include="Physics\Spring.h">
<Filter>Header Files\Physics</Filter>
</ClInclude>
<ClInclude Include="OysterCollision3D.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="OysterPhysics3D.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -0,0 +1,26 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "FluidDrag.h"
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
FluidDrag::FluidDrag( Float _density, Float _dragCoeff )
: density(_density), dragCoeff(_dragCoeff) {}
FluidDrag & FluidDrag::operator = ( const FluidDrag &fluid )
{
this->density = fluid.density;
this->dragCoeff = fluid.dragCoeff;
return *this;
}
void FluidDrag::SetDensity( ::Oyster::Math::Float d )
{ this->density = d; }
void FluidDrag::SetDragCoefficient( ::Oyster::Math::Float c )
{ this->dragCoeff = c; }
Float3 & FluidDrag::GetDragForce( const Float3 &deltaVelocity, Float crossSectionalArea, Float3 &targetMem ) const
{ return targetMem = (0.5f * this->density * this->dragCoeff * crossSectionalArea * deltaVelocity.GetMagnitude() ) * deltaVelocity; }

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@ -0,0 +1,41 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_FLUID_DRAG_H
#define OYSTER_PHYSICS_3D_FLUID_DRAG_H
#include "OysterMath.h"
#include "..\OysterPhysics3D.h"
namespace Oyster { namespace Physics3D
{
struct FluidDrag
{ /// A struct representing fluids* interaction with objects.
/// *including gas
public:
FluidDrag( ::Oyster::Math::Float density = 1.0f, ::Oyster::Math::Float coeff = 1.0f );
FluidDrag & operator = ( const FluidDrag &fluid );
void SetDensity( ::Oyster::Math::Float d );
void SetDragCoefficient( ::Oyster::Math::Float c );
/******************************************************************
* Returns the resistance force when object is moving through fluid.
* @param deltaVelocity: (fluid's velocity) - (the object's velocity)
* @param crossSectionalArea: The max area of crosssectional surfaces orthogonal to deltaVelocity
* @param targetMem: Allocated memory where result is written. default: temporary allocation
* @return targetMem
******************************************************************/
::Oyster::Math::Float3 & GetDragForce( const ::Oyster::Math::Float3 &deltaVelocity, ::Oyster::Math::Float crossSectionalArea, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
/** @todo TODO: Add GetMagnusForce ? */
private:
::Oyster::Math::Float density, /// density of the fluid (kg/m^3)
dragCoeff;
};
} }
#endif

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@ -0,0 +1,169 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Particle.h"
#include "Utilities.h"
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Physics3D;
Particle::Particle( const Sphere &s, Float m )
: sphere(s), linearMomentum(Float3::null), impulseForceSum(Float3::null)
{
if( m == 0.0f )
{
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
}
else
{
this->mass = m;
}
}
Particle & Particle::operator = ( const Particle &particle )
{
this->sphere = particle.sphere;
this->linearMomentum = particle.linearMomentum;
this->impulseForceSum = particle.impulseForceSum;
this->mass = particle.mass;
return *this;
}
void Particle::Update_LeapFrog( Float deltaTime )
{ // Euler leap frog update when Runga Kutta is not needed
this->impulseForceSum *= (deltaTime / this->mass); // is now deltaLinearVelocity ( dt * a = dt * F / m )
this->sphere.center += deltaTime * ::Utility::Value::AverageWithDelta( Formula::LinearVelocity(this->mass, this->linearMomentum), this->impulseForceSum );
this->linearMomentum += Formula::LinearMomentum( this->mass, this->impulseForceSum );
this->impulseForceSum = Float3::null;
/* Fun notation
the operations above can be written like this
p = p0 + dt*( v0 + dt*(F/m)/2 )
= p0 + dt*v0 + dt^2*(F/m)/2
there:
* dt = deltaTime
* p = this->sphere.position at the end of deltaTime
* p0 = this->sphere.position at beginning of deltaTime
* v0 = this->velocity at beginning of deltaTime
* m = this->mass
* F = this->sumForces pushing during deltaTime
It is the law of motion with constant acceleration.
*/
}
void Particle::ApplyImpulseForce( const Float3 &f )
{
this->impulseForceSum += f;
}
void Particle::ApplyLinearImpulseAcceleration( const Float3 &a )
{
this->impulseForceSum += this->mass * a;
}
Float3 & Particle::AccessCenter()
{
return this->sphere.center;
}
const Float3 & Particle::AccessCenter() const
{
return this->sphere.center;
}
Float & Particle::AccessRadius()
{
return this->sphere.radius;
}
const Float & Particle::AccessRadius() const
{
return this->sphere.radius;
}
const Float & Particle::GetMass() const
{
return this->mass;
}
const Float3 & Particle::GetCenter() const
{
return this->sphere.center;
}
const Float & Particle::GetRadius() const
{
return this->sphere.radius;
}
const Float3 & Particle::GetImpulseForce() const
{
return this->impulseForceSum;
}
const Float3 & Particle::GetLinearMomentum() const
{
return this->linearMomentum;
}
Float3 Particle::GetLinearImpulseAcceleration() const
{
return Formula::LinearImpulseAcceleration( this->mass, this->impulseForceSum );
}
Float3 Particle::GetLinearVelocity() const
{
return Formula::LinearVelocity( this->mass, this->linearMomentum );
}
void Particle::SetMass_KeepVelocity( Float m )
{
Float3 velocity = Formula::LinearVelocity( this->mass, this->linearMomentum );
this->SetMass_KeepMomentum( m );
this->linearMomentum = Formula::LinearMomentum( this->mass, velocity );
}
void Particle::SetMass_KeepMomentum( Float m )
{
if( m == 0.0f )
{
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
}
else
{
this->mass = m;
}
}
void Particle::SetCenter( const Float3 &p )
{
this->sphere.center = p;
}
void Particle::SetRadius( Float r )
{
this->sphere.radius = r;
}
void Particle::SetImpulseForce( const Float3 &f )
{
this->impulseForceSum = f;
}
void Particle::SetLinearMomentum( const Float3 &g )
{
this->linearMomentum = g;
}
void Particle::SetLinearImpulseAcceleration( const Float3 &a )
{
this->impulseForceSum = Formula::ImpulseForce( this->mass, a );
}
void Particle::SetLinearVelocity( const Float3 &v )
{
this->linearMomentum = Formula::LinearMomentum( this->mass, v );
}

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@ -0,0 +1,64 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_PARTICLE_H
#define OYSTER_PHYSICS_3D_PARTICLE_H
#include "OysterMath.h"
#include "..\OysterCollision3D.h"
#include "..\OysterPhysics3D.h"
namespace Oyster { namespace Physics3D
{
struct Particle
{ /// A struct of a simple particle.
public:
::Oyster::Collision3D::Sphere sphere;
::Oyster::Math::Float3 linearMomentum, /// The linear momentum G (kg*m/s).
impulseForceSum; /// The impulse force F (N) that will be consumed each update.
Particle( const ::Oyster::Collision3D::Sphere &sphere = ::Oyster::Collision3D::Sphere(), ::Oyster::Math::Float mass = 1.0f );
Particle & operator = ( const Particle &particle );
void Update_LeapFrog( ::Oyster::Math::Float deltaTime );
void ApplyImpulseForce( const ::Oyster::Math::Float3 &f );
void ApplyLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
// ACCESS METHODS /////////////////////////////
::Oyster::Math::Float3 & AccessCenter();
const ::Oyster::Math::Float3 & AccessCenter() const;
::Oyster::Math::Float & AccessRadius();
const ::Oyster::Math::Float & AccessRadius() const;
// GET METHODS ////////////////////////////////
const ::Oyster::Math::Float & GetMass() const;
const ::Oyster::Math::Float3 & GetCenter() const;
const ::Oyster::Math::Float & GetRadius() const;
const ::Oyster::Math::Float3 & GetImpulseForce() const;
const ::Oyster::Math::Float3 & GetLinearMomentum() const;
::Oyster::Math::Float3 GetLinearImpulseAcceleration() const;
::Oyster::Math::Float3 GetLinearVelocity() const;
// SET METHODS ////////////////////////////////
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
void SetCenter( const ::Oyster::Math::Float3 &p );
void SetRadius( ::Oyster::Math::Float r );
void SetImpulseForce( const ::Oyster::Math::Float3 &f );
void SetLinearMomentum( const ::Oyster::Math::Float3 &g );
void SetLinearImpulseAcceleration( const ::Oyster::Math::Float3 &a );
void SetLinearVelocity( const ::Oyster::Math::Float3 &v );
private:
::Oyster::Math::Float mass; /// m (kg)
};
} }
#endif

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@ -0,0 +1,54 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Spring.h"
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Physics3D;
Spring::Spring( Float r, Float s, Float d )
: restingLength(r), springCoefficiant(s), dampeningCoefficiant(d) {}
Spring & Spring::operator = ( const Spring &spring )
{
this->restingLength = spring.restingLength;
this->springCoefficiant = spring.springCoefficiant;
this->dampeningCoefficiant = spring.dampeningCoefficiant;
return *this;
}
Float3 & Spring::GetSpringForce( const Float3 &deltaPosition, Float3 &targetMem ) const
{
Float length = deltaPosition.Dot( deltaPosition );
if( length != 0.0f )
{
length = sqrt( length );
return targetMem = deltaPosition * ( this->springCoefficiant * (length - this->restingLength) / length );
}
else return targetMem = Float3::null;
}
Float3 & Spring::GetDampeningForce( const Float3 &deltaPosition, const Float3 &deltaLinearVelocity, Float3 &targetMem ) const
{
Float projectedSpeed = deltaPosition.Dot(deltaPosition);
if( projectedSpeed != 0.0f )
{
projectedSpeed = deltaLinearVelocity.Dot(deltaPosition) / projectedSpeed;
return targetMem = deltaPosition * ( this->dampeningCoefficiant * projectedSpeed );
}
else return targetMem = Float3::null;
}
Float3 & Spring::GetSpringDampeningForce( const Float3 &deltaPosition, const Float3 &deltaLinearVelocity, Float3 &targetMem) const
{
Float length = deltaPosition.Dot( deltaPosition );
if( length != 0.0f )
{ // f = sprCoeff * (|dP| - rL) + (dV dot dP) * (dampCoeff / |dP|) * (dP / |dP|)
length = sqrt( length );
Float force = this->springCoefficiant * (length - this->restingLength);
force += deltaLinearVelocity.Dot(deltaPosition) * (this->dampeningCoefficiant / length);
return targetMem = deltaPosition * (force / length);
}
else return targetMem = Float3::null;
}

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@ -0,0 +1,29 @@
/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_PHYSICS_3D_SPRING_H
#define OYSTER_PHYSICS_3D_SPRING_H
#include "OysterMath.h"
namespace Oyster { namespace Physics3D
{
struct Spring
{ /// A struct of a spring able to generate push and pull forces
public:
::Oyster::Math::Float restingLength, /// the resting length of the spring in meters
springCoefficiant, /// kg/s^2
dampeningCoefficiant;
Spring( ::Oyster::Math::Float restingLength = 1.0f, ::Oyster::Math::Float springCoefficiant = 1.0f, ::Oyster::Math::Float dampingCoefficiant = 0.0f );
Spring & operator = ( const Spring &spring );
::Oyster::Math::Float3 & GetSpringForce( const ::Oyster::Math::Float3 &deltaPosition, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
::Oyster::Math::Float3 & GetDampeningForce( const ::Oyster::Math::Float3 &deltaPosition, const ::Oyster::Math::Float3 &deltaLinearVelocity, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
::Oyster::Math::Float3 & GetSpringDampeningForce( const ::Oyster::Math::Float3 &deltaPosition, const ::Oyster::Math::Float3 &deltaLinearVelocity, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
};
} }
#endif