Minor changes
Some argument renaming and changed a few RigidBody functions, in respect to the change in the Box struct
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@ -49,7 +49,7 @@ namespace Oyster { namespace Physics3D
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}
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/******************************************************************
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* Returns the local angular momentum of a mass in rotation.
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* Returns the world angular momentum of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity )
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@ -58,39 +58,39 @@ namespace Oyster { namespace Physics3D
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}
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/******************************************************************
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* Returns the local angular momentum of a mass in rotation.
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* Returns the world angular momentum of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &offset )
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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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return offset.Cross( linearMomentum );
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}
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/******************************************************************
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* Returns the local tangential momentum at localPos, of a mass in rotation.
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* Returns the world tangential momentum at worldPos, of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &localOffset )
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inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
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{
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return angularMomentum.Cross( localOffset );
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return angularMomentum.Cross( worldOffset );
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}
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/******************************************************************
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* Returns the local tangential momentum at localPos, of a mass in rotation.
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* Returns the world tangential momentum at worldPos, of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &localOffset )
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inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
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{
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return TangentialLinearMomentum( AngularMomentum(momentOfInertia, angularVelocity), localOffset );
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return TangentialLinearMomentum( AngularMomentum(momentOfInertia, angularVelocity), worldOffset );
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}
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/******************************************************************
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* Returns the local impulse force at localPos, of a mass in angular acceleration.
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* Returns the world impulse force at worldPos, of a mass in angular acceleration.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &localOffset )
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inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &worldOffset )
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{
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return impulseTorque.Cross( localOffset );
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return impulseTorque.Cross( worldOffset );
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}
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/******************************************************************
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@ -106,7 +106,7 @@ namespace Oyster { namespace Physics3D
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*
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 AngularImpulseAcceleration( const ::Oyster::Math::Float3 &linearImpulseAcceleration, const ::Oyster::Math::Float3 &offset )
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inline ::Oyster::Math::Float3 AngularImpulseAcceleration( const ::Oyster::Math::Float3 &linearImpulseAcceleration, const ::Oyster::Math::Float3 &worldOffset )
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{
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return offset.Cross( linearImpulseAcceleration );
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}
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@ -121,7 +121,7 @@ namespace Oyster { namespace Physics3D
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}
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/******************************************************************
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* Returns the local angular velocity of a mass in rotation.
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* Returns the world angular velocity of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 AngularVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum )
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@ -130,19 +130,19 @@ namespace Oyster { namespace Physics3D
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}
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/******************************************************************
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* Returns the local tangential velocity at localPos, of a mass in rotation.
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* Returns the world tangential velocity at worldPos, of a mass in rotation.
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &offset )
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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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return angularVelocity.Cross( offset );
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}
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/******************************************************************
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* Returns the local tangential velocity at localPos, of a mass in rotation.
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* Returns the world tangential velocity at worldPos, of a mass in rotation.
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* @todo TODO: improve doc
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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 &offset )
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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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return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), offset );
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}
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@ -169,7 +169,7 @@ namespace Oyster { namespace Physics3D
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*
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* @todo TODO: improve doc
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******************************************************************/
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inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &offset )
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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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return offset.Cross( impulseForce );
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}
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@ -131,16 +131,6 @@ void RigidBody::ApplyAngularImpulseAcceleration( const Float3 &worldA )
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this->impulseTorqueSum += Formula::ImpulseTorque( this->momentOfInertiaTensor, worldA );
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}
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Float4x4 & RigidBody::AccessOrientation()
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{ // by Dan Andersson
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return this->box.orientation;
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}
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const Float4x4 & RigidBody::AccessOrientation() const
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{ // by Dan Andersson
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return this->box.orientation;
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}
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Float3 & RigidBody::AccessBoundingReach()
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{ // by Dan Andersson
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return this->box.boundingOffset;
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@ -171,14 +161,14 @@ const Float & RigidBody::GetMass() const
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return this->mass;
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}
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const Float4x4 & RigidBody::GetOrientation() const
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const Float4x4 RigidBody::GetOrientation() const
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{ // by Dan Andersson
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return this->box.orientation;
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return OrientationMatrix( this->box.rotation, this->box.center );
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}
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Float4x4 RigidBody::GetView() const
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{ // by Dan Andersson
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return InverseOrientationMatrix( this->box.orientation );
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return InverseOrientationMatrix( this->GetOrientation() );
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}
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const Float3 & RigidBody::GetBoundingReach() const
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@ -249,18 +239,23 @@ Float3 RigidBody::GetTangentialLinearMomentumAt( const Float3 &worldPos ) const
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Float3 RigidBody::GetTangentialImpulseAccelerationAt( const Float3 &worldPos ) const
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{ // by Dan Andersson
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return this->GetTangentialImpulseAccelerationAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
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Float4x4 invWorldMomentOfInertia = TransformMatrix( this->box.rotation, this->momentOfInertiaTensor ).GetInverse();
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Float3 worldOffset = worldPos - this->box.center;
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return Formula::TangentialImpulseAcceleration( invWorldMomentOfInertia, this->impulseTorqueSum, worldOffset );
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}
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Float3 RigidBody::GetTangentialLinearVelocityAt( const Float3 &worldPos ) const
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{ // by Dan Andersson
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return this->GetTangentialLinearVelocityAt_Local( (this->GetView() * Float4(worldPos, 1.0f)).xyz ); // should not be any disform thus result.w = 1.0f
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Float4x4 invWorldMomentOfInertia = TransformMatrix( this->box.rotation, this->momentOfInertiaTensor ).GetInverse();
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Float3 worldOffset = worldPos - this->box.center;
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return Formula::TangentialLinearVelocity( invWorldMomentOfInertia, this->angularMomentum, worldOffset );
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}
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Float3 RigidBody::GetImpulseForceAt( const Float3 &worldPos ) const
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{ // by Dan Andersson
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Float4 localForce = Float4( this->GetImpulseForceAt_Local((this->GetView() * Float4(worldPos, 1.0f)).xyz), 0.0f ); // should not be any disform thus result.w = 1.0f
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return (this->box.orientation * localForce).xyz; // should not be any disform thus result.w = 0.0f
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return Float3::null; //! @todo TODO: surface normal needed as well. Same goes for those below.
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}
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Float3 RigidBody::GetLinearMomentumAt( const Float3 &worldPos ) const
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