#include "SphericalRigidBody.h" #include "PhysicsAPI_Impl.h" using namespace ::Oyster::Physics; using namespace ::Oyster::Math3D; using namespace ::Oyster::Collision3D; using namespace ::Utility::DynamicMemory; using namespace ::Utility::Value; SphericalRigidBody::SphericalRigidBody() : previous(), current( Box(Float4x4::identity, Float3::null, Float3(1.0f)) ), gravityNormal( 0.0f ), subscribeCollision( true ), ignoreGravity( false ), body( Float3::null, 0.5f ) {} SphericalRigidBody::~SphericalRigidBody() {} UniquePointer SphericalRigidBody::Clone() const { return new SphericalRigidBody( *this ); } bool SphericalRigidBody::IsSubscribingCollisions() const { // Assumption return this->subscribeCollision; } bool SphericalRigidBody::IsAffectedByGravity() const { return !this->ignoreGravity; } bool SphericalRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const { if( object.Intersects(this->body) ) { //! @todo TODO: better implementation needed deltaWhen = timeStepLength; worldPointOfContact = Average( this->body.center, object.GetCenter() ); return true; } else { return false; } } bool SphericalRigidBody::Intersects( const ICollideable &shape ) const { return this->current.box.Intersects( shape ); } Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const { return targetMem = this->body; } Float3 & SphericalRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const { //! @todo TODO: better implementation needed return targetMem = (worldPos - this->current.box.center).GetNormalized(); } Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const { return targetMem = this->gravityNormal; } Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const { return targetMem = this->current.box.center; } Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const { return targetMem = this->current.box.rotation; } Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const { return targetMem = this->current.GetOrientation(); } Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const { return targetMem = this->current.GetView(); } UpdateState SphericalRigidBody::Update( Float timeStepLength ) { this->previous = this->current; // memorizing the old state this->current.Update_LeapFrog( timeStepLength ); this->body.center = this->current.GetCenter(); // compare previous and new state and return result return this->current == this->previous ? resting : altered; } void SphericalRigidBody::SetGravity( bool ignore) { this->ignoreGravity = ignore; this->gravityNormal = Float3::null; } void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector ) { this->gravityNormal = normalizedVector; } void SphericalRigidBody::SetSubscription( bool subscribeCollision ) { this->subscribeCollision = subscribeCollision; } void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) { this->current.SetMomentOfInertia_KeepVelocity( localI ); } void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) { this->current.SetMomentOfInertia_KeepMomentum( localI ); } void SphericalRigidBody::SetMass_KeepVelocity( Float m ) { this->current.SetMass_KeepVelocity( m ); } void SphericalRigidBody::SetMass_KeepMomentum( Float m ) { this->current.SetMass_KeepMomentum( m ); } void SphericalRigidBody::SetCenter( const Float3 &worldPos ) { this->current.SetCenter( worldPos ); this->body.center = worldPos; } void SphericalRigidBody::SetRotation( const Float4x4 &rotation ) { this->current.SetRotation( rotation ); } void SphericalRigidBody::SetOrientation( const Float4x4 &orientation ) { this->current.SetOrientation( orientation ); this->body.center = orientation.v[3].xyz; } void SphericalRigidBody::SetSize( const Float3 &size ) { this->current.SetSize( size ); this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )? }