///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #ifndef OYSTER_PHYSICS_3D_H #define OYSTER_PHYSICS_3D_H #include "OysterMath.h" namespace Oyster { namespace Physics3D { /// Library of 3D physics related components, alghorithms and formulas namespace Formula { /// Library of 3D physics related formulas /****************************************************************** * Returns the linear kinetic energy of a mass in motion. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float LinearKineticEnergy( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float3 &linearVelocity ) { return (0.5f * mass) * linearVelocity.Dot( linearVelocity ); } /****************************************************************** * Returns the angular kinetic energy of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float AngularKineticEnergy( const ::Oyster::Math::Float &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity ) { return (0.5f * momentOfInertia) * angularVelocity.Dot( angularVelocity ); } /****************************************************************** * Returns the linear momentum of a mass in motion. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 LinearMomentum( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float3 &linearVelocity ) { return mass * linearVelocity; } /****************************************************************** * Returns the linear velocity of a mass with momentum. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 LinearVelocity( const ::Oyster::Math::Float &mass, const ::Oyster::Math::Float3 &linearMomentum ) { return linearMomentum / mass; } /****************************************************************** * Returns the world angular momentum of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity ) { return ( momentOfInertia * ::Oyster::Math::Float4(angularVelocity, 0.0f) ).xyz; } /****************************************************************** * Returns the world angular momentum of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &worldOffset ) { return offset.Cross( linearMomentum ); } /****************************************************************** * Returns the world tangential momentum at worldPos, of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset ) { return angularMomentum.Cross( worldOffset ); } /****************************************************************** * Returns the world tangential momentum at worldPos, of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 TangentialLinearMomentum( const ::Oyster::Math::Float4x4 &momentOfInertia, const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset ) { return TangentialLinearMomentum( AngularMomentum(momentOfInertia, angularVelocity), worldOffset ); } /****************************************************************** * Returns the world impulse force at worldPos, of a mass in angular acceleration. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 TangentialImpulseForce( const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &worldOffset ) { return impulseTorque.Cross( worldOffset ); } /****************************************************************** * * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 AngularImpulseAcceleration( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &impulseTorque ) { return ( momentOfInertiaInversed * ::Oyster::Math::Float4( impulseTorque, 0.0f ) ).xyz; } /****************************************************************** * * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 AngularImpulseAcceleration( const ::Oyster::Math::Float3 &linearImpulseAcceleration, const ::Oyster::Math::Float3 &worldOffset ) { return offset.Cross( linearImpulseAcceleration ); } /****************************************************************** * Returns the world impulse acceleration at ( worldOffset = worldPos - body's center of gravity ), of a mass in angular acceleration. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 TangentialImpulseAcceleration( const ::Oyster::Math::Float4x4 &worldMomentOfInertiaInversed, const ::Oyster::Math::Float3 &worldImpulseTorque, const ::Oyster::Math::Float3 &worldOffset ) { return AngularImpulseAcceleration( worldMomentOfInertiaInversed, worldImpulseTorque ).Cross( worldOffset ); } /****************************************************************** * Returns the world angular velocity of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 AngularVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum ) { return ( momentOfInertiaInversed * ::Oyster::Math::Float4( angularMomentum, 0.0f ) ).xyz; } /****************************************************************** * Returns the world tangential velocity at worldPos, of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset ) { return angularVelocity.Cross( offset ); } /****************************************************************** * Returns the world tangential velocity at worldPos, of a mass in rotation. * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset ) { return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), offset ); } /****************************************************************** * * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 LinearImpulseAcceleration( ::Oyster::Math::Float mass, const ::Oyster::Math::Float3 &impulseForce ) { return impulseForce / mass; } /****************************************************************** * * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 ImpulseForce( ::Oyster::Math::Float mass, const ::Oyster::Math::Float3 &linearImpulseAcceleration ) { return linearImpulseAcceleration * mass; } /****************************************************************** * * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &worldOffset ) { return offset.Cross( impulseForce ); } /****************************************************************** * T = I*a * @todo TODO: improve doc ******************************************************************/ inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float4x4 & momentOfInertia, const ::Oyster::Math::Float3 &angularImpulseAcceleration ) { return ( momentOfInertia * ::Oyster::Math::Float4(angularImpulseAcceleration, 0.0f) ).xyz; } namespace MomentOfInertia { /// Library of Formulas to calculate moment of inerta for simple shapes /** @todo TODO: add MomentOfInertia tensor formulas */ } } } } #include "Particle.h" #include "RigidBody.h" #include "Spring.h" #endif