213 lines
7.6 KiB
C++
213 lines
7.6 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson & Robin Engman 2013
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/////////////////////////////////////////////////////////////////////
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#include "RigidBody.h"
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#include "Utilities.h"
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Utility::Value;
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RigidBody::RigidBody( )
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{ // by Dan Andersson
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this->centerPos = Float4::standard_unit_w;
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this->axis = Float4::null;
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this->boundingReach = Float4( 0.5f, 0.5f, 0.5f, 0.0f );
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this->momentum_Linear = Float4::null;
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this->momentum_Angular = Float4::null;
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this->impulse_Linear = Float4::null;
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this->impulse_Angular = Float4::null;
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this->restitutionCoeff = 1.0f;
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this->frictionCoeff_Static = 0.5f;
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this->frictionCoeff_Kinetic = 1.0f;
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this->mass = 10;
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this->momentOfInertiaTensor = MomentOfInertia();
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this->rotation = Quaternion::identity;
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}
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RigidBody & RigidBody::operator = ( const RigidBody &body )
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{ // by Dan Andersson
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this->centerPos = body.centerPos;
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this->axis = body.axis;
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this->boundingReach = body.boundingReach;
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this->momentum_Linear = body.momentum_Linear;
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this->momentum_Angular = body.momentum_Angular;
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this->impulse_Linear = body.impulse_Linear;
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this->impulse_Angular = body.impulse_Angular;
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this->restitutionCoeff = body.restitutionCoeff;
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this->frictionCoeff_Static = body.frictionCoeff_Static;
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this->frictionCoeff_Kinetic = body.frictionCoeff_Kinetic;
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this->mass = body.mass;
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this->momentOfInertiaTensor = body.momentOfInertiaTensor;
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this->rotation = body.rotation;
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return *this;
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}
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void RigidBody::Update_LeapFrog( Float updateFrameLength )
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{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
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// updating the linear
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// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
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Float3 deltaPos = ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear );
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if( deltaPos.GetLength() < 0.001f )
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{
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deltaPos = Float3::null;
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}
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this->centerPos += deltaPos;
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// updating the angular
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// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
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this->axis += updateFrameLength * this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
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this->rotation = Rotation( this->axis );
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// update momentums and clear impulse_Linear and impulse_Angular
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this->momentum_Linear += this->impulse_Linear;
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this->impulse_Linear = Float4::null;
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this->momentum_Angular += this->impulse_Angular; //! HACK: @todo Rotation temporary disabled
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this->impulse_Angular = Float4::null;
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}
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void RigidBody::Predict_LeapFrog( Float3 &outDeltaPos, Float3 &outDeltaAxis, const Float3 &actingLinearImpulse, const Float3 &actingAngularImpulse, Float deltaTime )
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{
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// updating the linear
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// ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G
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outDeltaPos = ( deltaTime / this->mass ) * AverageWithDelta( this->momentum_Linear, actingLinearImpulse );
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// updating the angular
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//Float4x4 rotationMatrix; ::Oyster::Math3D::RotationMatrix( this->rotation, rotationMatrix );
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//Float4x4 wMomentOfInertiaTensor = TransformMatrix( rotationMatrix, this->momentOfInertiaTensor ); // RI
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// dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H
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//outDeltaAxis = Formula::AngularVelocity( wMomentOfInertiaTensor.GetInverse(), AverageWithDelta(this->momentum_Angular, actingAngularImpulse) );
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outDeltaAxis = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );
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}
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void RigidBody::Move( const Float3 &deltaPos, const Float3 &deltaAxis )
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{
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this->centerPos += deltaPos;
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this->axis += deltaAxis;
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this->rotation = Rotation( this->axis );
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}
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void RigidBody::ApplyImpulse( const Float3 &worldJ, const Float3 &atWorldPos )
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{ // by Dan Andersson
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Float3 worldOffset = atWorldPos - this->centerPos;
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if( worldOffset != Float3::null )
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{
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this->impulse_Linear += VectorProjection( worldJ, atWorldPos );
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this->impulse_Angular += Formula::ImpulseTorque( worldJ, atWorldPos );
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}
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else
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{
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this->impulse_Linear += worldJ;
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}
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}
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const MomentOfInertia & RigidBody::GetMomentOfInertia() const
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{ // by Dan Andersson
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return this->momentOfInertiaTensor;
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}
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Float RigidBody::GetMass() const
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{ // by Dan Andersson
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return this->mass;
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}
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const Quaternion & RigidBody::GetRotationQuaternion() const
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{ // by Dan Andersson
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return this->rotation;
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}
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Float4x4 RigidBody::GetRotationMatrix() const
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{ // by Dan Andersson
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return RotationMatrix( this->rotation );
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}
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Float4x4 RigidBody::GetOrientation() const
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{ // by Dan Andersson
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return ::Oyster::Math3D::OrientationMatrix( this->rotation, this->centerPos );
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}
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Float4x4 RigidBody::GetView() const
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{ // by Dan Andersson
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return ViewMatrix( this->rotation, this->centerPos );
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}
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Float3 RigidBody::GetVelocity_Linear() const
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{ // by Dan Andersson
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return Formula::LinearVelocity( this->mass, this->momentum_Linear );
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}
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Float3 RigidBody::GetVelocity_Angular() const
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{ // by Dan Andersson
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return this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
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}
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Float3 RigidBody::GetLinearMomentum( const Float3 &atWorldPos ) const
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{ // by Dan Andersson
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return this->momentum_Linear + Formula::TangentialLinearMomentum( this->momentum_Angular, atWorldPos - this->centerPos );
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}
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void RigidBody::SetMomentOfInertia_KeepVelocity( const MomentOfInertia &localTensorI )
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{ // by Dan Andersson
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Float3 w = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, this->momentum_Angular );
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this->momentOfInertiaTensor = localTensorI;
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this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, w );
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}
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void RigidBody::SetMomentOfInertia_KeepMomentum( const MomentOfInertia &localTensorI )
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{ // by Dan Andersson
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this->momentOfInertiaTensor = localTensorI;
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}
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void RigidBody::SetMass_KeepVelocity( const Float &m )
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{ // by Dan Andersson
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if( m != 0.0f )
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{ // insanity check! Mass must be invertable
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Float3 v = Formula::LinearVelocity( this->mass, this->momentum_Linear );
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this->mass = m;
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this->momentum_Linear = Formula::LinearMomentum( this->mass, v );
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}
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}
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void RigidBody::SetMass_KeepMomentum( const Float &m )
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{ // by Dan Anderson
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if( m != 0.0f )
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{ // insanity check! Mass must be invertable
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this->mass = m;
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}
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}
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void RigidBody::SetMomentum_Linear( const Float3 &worldG, const Float3 &atWorldPos )
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{ // by Dan Andersson
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Float3 worldOffset = atWorldPos - this->centerPos;
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this->momentum_Linear = VectorProjection( worldG, worldOffset );
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this->momentum_Angular = Formula::AngularMomentum( worldG, worldOffset );
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}
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void RigidBody::SetVelocity_Linear( const Float3 &worldV )
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{ // by Dan Andersson
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this->momentum_Linear = Formula::LinearMomentum( this->mass, worldV );
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}
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void RigidBody::SetVelocity_Linear( const Float3 &worldV, const Float3 &atWorldPos )
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{ // by Dan Andersson
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Float3 worldOffset = atWorldPos - this->centerPos;
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this->momentum_Linear = Formula::LinearMomentum( this->mass, VectorProjection(worldV, worldOffset) );
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this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, Formula::AngularVelocity(worldV, worldOffset) );
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}
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void RigidBody::SetVelocity_Angular( const Float3 &worldW )
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{ // by Dan Andersson
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this->momentum_Angular = this->momentOfInertiaTensor.CalculateAngularMomentum( this->rotation, worldW );
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}
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void RigidBody::SetImpulse_Linear( const Float3 &worldJ, const Float3 &atWorldPos )
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{ // by Dan Andersson
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Float3 worldOffset = atWorldPos - this->centerPos;
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this->impulse_Linear = VectorProjection( worldJ, worldOffset );
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this->impulse_Angular = Formula::ImpulseTorque( worldJ, worldOffset );
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} |