#ifndef PHYSICS_STRUCTS_IMPL_H #define PHYSICS_STRUCTS_IMPL_H #include "PhysicsStructs.h" namespace Oyster { namespace Physics { namespace Struct { inline SimpleBodyDescription::SimpleBodyDescription() { this->rotation = ::Oyster::Math::Float4x4::identity; this->centerPosition = ::Oyster::Math::Float3::null; this->size = ::Oyster::Math::Float3( 1.0f ); this->mass = 12.0f; this->inertiaTensor = ::Oyster::Math::Float4x4::identity; this->subscription = NULL; this->ignoreGravity = false; } inline SphericalBodyDescription::SphericalBodyDescription() { this->rotation = ::Oyster::Math::Float4x4::identity; this->centerPosition = ::Oyster::Math::Float3::null; this->radius = 0.5f; this->mass = 10.0f; this->subscription = NULL; this->ignoreGravity = false; } inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation ) { this->reach = ::Oyster::Math::Float4( reach, 0.0f ); this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f ); this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f ); this->isSpatiallyAltered = this->isDisturbed = false; } inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state ) { this->reach = state.reach; this->centerPos = state.centerPos; this->angularAxis = state.angularAxis; this->isSpatiallyAltered = state.isSpatiallyAltered; this->isDisturbed = state.isDisturbed; return *this; } inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const { return this->reach; } inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const { return 2.0f * this->GetReach(); } inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const { return this->centerPos; } inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const { return this->angularAxis; } inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const { return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz ); } inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size ) { this->SetReach( 0.5f * size ); } inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize ) { this->reach.xyz = halfSize; this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null ); this->isSpatiallyAltered = this->isDisturbed = true; } inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ) { this->centerPos.xyz = centerPos; this->isSpatiallyAltered = this->isDisturbed = true; } inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis ) { this->angularAxis.xyz = angularAxis; this->isSpatiallyAltered = this->isDisturbed = true; } inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation ) { this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz ); } inline bool CustomBodyState::IsSpatiallyAltered() const { return this->isSpatiallyAltered; } inline bool CustomBodyState::IsDisturbed() const { return this->isDisturbed; } inline GravityWell::GravityWell( ) { this->position = ::Oyster::Math::Float3::null; this->mass = 0.0f; } inline GravityWell::GravityWell( const GravityWell& gravityWell ) { this->position = gravityWell.position; this->mass = gravityWell.mass; } GravityWell& GravityWell::operator=( const GravityWell& gravityWell ) { this->position = gravityWell.position; this->mass = gravityWell.mass; return *this; } inline GravityDirected::GravityDirected( ) { this->impulse = ::Oyster::Math::Float3::null; } inline GravityDirected::GravityDirected( const GravityDirected& gravityDirected ) { this->impulse = gravityDirected.impulse; } inline GravityDirected& GravityDirected::operator=( const GravityDirected& gravityDirected ) { this->impulse = gravityDirected.impulse; return *this; } inline GravityDirectedField::GravityDirectedField( ) { this->normalizedDirection = ::Oyster::Math::Float3::null; this->mass = 0.0f; this->magnitude = 0.0f; } inline GravityDirectedField::GravityDirectedField( const GravityDirectedField& gravityDirectedField ) { this->normalizedDirection = gravityDirectedField.normalizedDirection; this->mass = gravityDirectedField.mass; this->magnitude = gravityDirectedField.magnitude; } inline GravityDirectedField& GravityDirectedField::operator=( const GravityDirectedField& gravityDirectedField ) { this->normalizedDirection = gravityDirectedField.normalizedDirection; this->mass = gravityDirectedField.mass; this->magnitude = gravityDirectedField.magnitude; return *this; } inline Gravity::Gravity() { this->gravityType = GravityType_Undefined; } inline Gravity::Gravity( const Gravity& gravity ) { switch(gravity.gravityType) { case GravityType_Well: this->well.position = gravity.well.position; this->well.mass = gravity.well.mass; break; case GravityType_Directed: this->directed.impulse = gravity.directed.impulse; break; case GravityType_DirectedField: this->directedField.normalizedDirection = gravity.directedField.normalizedDirection; this->directedField.magnitude = gravity.directedField.magnitude; this->directedField.mass = gravity.directedField.mass; break; } } inline Gravity& Gravity::operator=( const Gravity& gravity ) { switch(gravity.gravityType) { case GravityType_Well: this->well.position = gravity.well.position; this->well.mass = gravity.well.mass; break; case GravityType_Directed: this->directed.impulse = gravity.directed.impulse; break; case GravityType_DirectedField: this->directedField.normalizedDirection = gravity.directedField.normalizedDirection; this->directedField.magnitude = gravity.directedField.magnitude; this->directedField.mass = gravity.directedField.mass; break; } return *this; } } } } #endif