#include "SimpleRigidBody.h" using namespace ::Oyster::Physics; using namespace ::Oyster::Math; using namespace ::Oyster::Collision3D; using namespace ::Utility::DynamicMemory; SimpleRigidBody::SimpleRigidBody() { //! @todo TODO: implement stub } SimpleRigidBody::~SimpleRigidBody() { //! @todo TODO: implement stub } UniquePointer SimpleRigidBody::Clone() const { return new SimpleRigidBody( *this ); } bool SimpleRigidBody::IsSubscribingCollisions() const { //! @todo TODO: implement stub return false; } bool SimpleRigidBody::Intersects( const ICustomBody &object, Float &deltaWhen, Float3 &worldPointOfContact ) const { //! @todo TODO: implement stub return false; } bool SimpleRigidBody::Intersects( const ICollideable &shape ) const { //! @todo TODO: implement stub return false; } unsigned int SimpleRigidBody::GetReference() const { //! @todo TODO: implement stub return Error::not_a_reference; } Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const { //! @todo TODO: implement stub return targetMem = Sphere( Float3::null, 0.0f ); } Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const { //! @todo TODO: implement stub return targetMem = Float3::standard_unit_z; } Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const { //! @todo TODO: implement stub return targetMem = Float3::null; } Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const { //! @todo TODO: implement stub return targetMem = Float4x4::identity; } Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const { //! @todo TODO: implement stub return targetMem = Float4x4::identity; } Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const { //! @todo TODO: implement stub return targetMem = Float4x4::identity; } UpdateState SimpleRigidBody::Update( Float timeStepLength ) { //! @todo TODO: implement stub return resting; } void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) { //! @todo TODO: implement stub } void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) { //! @todo TODO: implement stub } void SimpleRigidBody::SetMass_KeepVelocity( Float m ) { //! @todo TODO: implement stub } void SimpleRigidBody::SetMass_KeepMomentum( Float m ) { //! @todo TODO: implement stub } void SimpleRigidBody::SetCenter( const Float3 &worldPos ) { //! @todo TODO: implement stub } void SimpleRigidBody::SetRotation( const Float4x4 &rotation ) { //! @todo TODO: implement stub } void SimpleRigidBody::SetOrientation( const Float4x4 &orientation ) { //! @todo TODO: implement stub }