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