Merge branch 'Physics' of https://github.com/dean11/Danbias into GameLogic
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commit
e2bac798c4
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@ -325,41 +325,30 @@ void * SimpleRigidBody::GetCustomTag() const
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// return this->rigid.GetLinearVelocity();
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// return this->rigid.GetLinearVelocity();
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//}
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//}
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UpdateState SimpleRigidBody::Update( Float timeStepLength )
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UpdateState SimpleRigidBody::Update( Float timeStepLength )
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{
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{
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//if( this->isForwarded )
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if( this->collisionRebound.timeOfContact < 1.0f )
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//{
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// this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz );
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// this->deltaPos = Float4::null;
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// this->deltaAxis = Float4::null;
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// this->isForwarded = false;
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//}
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{ // Rebound if needed
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{ // Rebound if needed
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if( this->collisionRebound.timeOfContact < 1.0f )
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this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
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{
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this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
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this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
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this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
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this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
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this->collisionRebound.timeOfContact = 1.0f;
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this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
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this->collisionRebound.timeOfContact = 1.0f;
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}
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// Update rebound data
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this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
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this->collisionRebound.previousSpatial.axis = this->rigid.axis;
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this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
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}
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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Float4 temp;
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::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
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this->rigid.axis -= ((2.0f * pi) * temp).xyz;
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{ // Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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// Update rebound data
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Float3 n;
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this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
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::std::modf( this->rigid.axis * (0.5f / pi), n );
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this->collisionRebound.previousSpatial.axis = this->rigid.axis;
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this->rigid.axis -= (2.0f * pi) * n;
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this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
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}
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{ // Check if this is close enough to be set resting
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// Check if this is close enough to be set resting
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temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
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if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
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{
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unsigned char resting = 0;
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unsigned char resting = 0;
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if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
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if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
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{
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{
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@ -371,9 +360,14 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength )
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this->rigid.momentum_Angular = Float3::null;
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this->rigid.momentum_Angular = Float3::null;
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++resting;
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++resting;
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}
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}
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if( resting == 2 ) return UpdateState_resting;
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if( resting == 2 )
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{
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this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
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return UpdateState_resting;
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}
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}
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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return UpdateState_altered;
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return UpdateState_altered;
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}
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}
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@ -249,38 +249,28 @@ void * SphericalRigidBody::GetCustomTag() const
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UpdateState SphericalRigidBody::Update( Float timeStepLength )
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UpdateState SphericalRigidBody::Update( Float timeStepLength )
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{
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{
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//if( this->isForwarded )
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if( this->collisionRebound.timeOfContact < 1.0f )
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//{
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// this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz );
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// this->deltaPos = Float4::null;
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// this->deltaAxis = Float4::null;
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// this->isForwarded = false;
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//}
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{ // Rebound if needed
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{ // Rebound if needed
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if( this->collisionRebound.timeOfContact < 1.0f )
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this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
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{
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this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
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this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
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this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
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this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
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this->collisionRebound.timeOfContact = 1.0f;
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this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
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this->collisionRebound.timeOfContact = 1.0f;
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}
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// Update rebound data
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this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
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this->collisionRebound.previousSpatial.axis = this->rigid.axis;
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this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
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}
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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Float4 temp;
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::std::modf( this->rigid.axis * (0.5f / pi), temp.xyz );
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this->rigid.axis -= ((2.0f * pi) * temp).xyz;
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{ // Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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// Update rebound data
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Float3 n;
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this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
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::std::modf( this->rigid.axis * (0.5f / pi), n );
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this->collisionRebound.previousSpatial.axis = this->rigid.axis;
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this->rigid.axis -= (2.0f * pi) * n;
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this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
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}
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{ // Check if this is close enough to be set resting
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// Check if this is close enough to be set resting
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temp = Float4( this->rigid.impulse_Linear, 0.0f ) + Float4( this->rigid.impulse_Angular, 0.0f );
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if( temp.Dot(temp) <= (Constant::epsilon * Constant::epsilon) )
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{
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unsigned char resting = 0;
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unsigned char resting = 0;
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if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
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if( this->rigid.momentum_Linear.Dot(this->rigid.momentum_Linear) <= (Constant::epsilon * Constant::epsilon) )
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{
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{
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@ -292,9 +282,14 @@ UpdateState SphericalRigidBody::Update( Float timeStepLength )
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this->rigid.momentum_Angular = Float3::null;
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this->rigid.momentum_Angular = Float3::null;
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++resting;
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++resting;
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}
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}
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if( resting == 2 ) return UpdateState_resting;
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if( resting == 2 )
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{
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this->rigid.impulse_Linear = this->rigid.impulse_Angular = Float3::null;
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return UpdateState_resting;
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}
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}
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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return UpdateState_altered;
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return UpdateState_altered;
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}
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}
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