418 lines
12 KiB
C++
418 lines
12 KiB
C++
#include "SimpleRigidBody.h"
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#include "PhysicsAPI_Impl.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::Value;
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namespace Private
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{
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const Float epsilon = (const Float)1e-20;
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// Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture
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inline bool EqualsZero( const Float &value )
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{ // by Dan Andersson
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return Abs( value ) < epsilon;
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}
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inline bool Contains( const Plane &container, const Float4 &pos )
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{ // by Dan Andersson
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return EqualsZero( container.normal.Dot( pos ) + container.phasing );
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}
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// revision of Ray Vs Plane intersect test, there ray is more of an axis
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bool Intersects( const Ray &axis, const Plane &plane, Float &connectDistance )
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{ // by Dan Andersson
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Float c = plane.normal.Dot(axis.direction);
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if( EqualsZero(c) )
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{ // axis is parallell with the plane. (axis direction orthogonal with the planar normal)
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connectDistance = 0.0f;
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return Contains( plane, axis.origin );
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}
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connectDistance = -plane.phasing;
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connectDistance -= plane.normal.Dot( axis.origin );
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connectDistance /= c;
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return true;
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}
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}
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SimpleRigidBody::SimpleRigidBody()
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{
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this->rigid = RigidBody();
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this->rigid.SetMass_KeepMomentum( 16.0f );
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this->gravityNormal = Float3::null;
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this->onCollision = Default::EventAction_Collision;
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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this->onMovement = Default::EventAction_Move;
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this->scene = nullptr;
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this->customTag = nullptr;
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this->ignoreGravity = this->isForwarded = false;
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}
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SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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{
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//this->rigid.SetRotation( desc.rotation );
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this->rigid.centerPos = desc.centerPosition;
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this->rigid.SetSize( desc.size );
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this->rigid.SetMass_KeepMomentum( desc.mass );
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this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor );
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this->deltaPos = Float4::null;
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this->deltaAxis = Float4::null;
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this->gravityNormal = Float3::null;
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if( desc.subscription_onCollision )
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{
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this->onCollision = desc.subscription_onCollision;
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}
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else
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{
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this->onCollision = Default::EventAction_Collision;
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}
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if( desc.subscription_onCollisionResponse )
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{
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this->onCollisionResponse = desc.subscription_onCollisionResponse;
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}
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else
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{
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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}
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if( desc.subscription_onMovement )
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{
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this->onMovement= desc.subscription_onMovement;
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}
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else
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{
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this->onMovement = Default::EventAction_Move;
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}
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this->scene = nullptr;
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this->customTag = nullptr;
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this->ignoreGravity = desc.ignoreGravity;
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}
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SimpleRigidBody::~SimpleRigidBody() {}
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UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
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{
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return new SimpleRigidBody( *this );
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}
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SimpleRigidBody::State SimpleRigidBody::GetState() const
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{
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return State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
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this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
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this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
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this->rigid.centerPos, this->rigid.axis,
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this->rigid.momentum_Linear, this->rigid.momentum_Angular,
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this->rigid.gravityNormal );
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}
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SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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{
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return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff,
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this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
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this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
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this->rigid.centerPos, this->rigid.axis,
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this->rigid.momentum_Linear, this->rigid.momentum_Angular,
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this->rigid.gravityNormal );
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}
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void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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{
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this->rigid.centerPos = state.GetCenterPosition();
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//this->rigid.SetRotation( state.GetRotation() ); //! HACK: @todo Rotation temporary disabled
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this->rigid.boundingReach = state.GetReach();
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this->rigid.momentum_Linear = state.GetLinearMomentum();
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this->rigid.momentum_Angular = state.GetAngularMomentum();
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this->rigid.impulse_Linear += state.GetLinearImpulse();
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this->rigid.impulse_Angular += state.GetAngularImpulse();
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this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
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this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
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this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
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this->rigid.SetMass_KeepMomentum( state.GetMass() );
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this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
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this->rigid.gravityNormal = state.GetGravityNormal();
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if( state.IsForwarded() )
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{
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this->deltaPos += Float4(state.GetForward_DeltaPos(), 0);
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this->deltaAxis += Float4(state.GetForward_DeltaAxis(), 0);
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this->isForwarded;
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}
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if( this->scene )
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{
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if( state.IsSpatiallyAltered() )
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{
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unsigned int tempRef = this->scene->GetTemporaryReferenceOf( this );
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this->scene->SetAsAltered( tempRef );
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this->scene->EvaluatePosition( tempRef );
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}
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else if( state.IsDisturbed() )
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{
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this->scene->SetAsAltered( this->scene->GetTemporaryReferenceOf(this) );
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}
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}
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}
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ICustomBody::SubscriptMessage SimpleRigidBody::CallSubscription_Collision( const ICustomBody *deuter )
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{
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return this->onCollision( this, deuter );
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}
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void SimpleRigidBody::CallSubscription_CollisionResponse( const ICustomBody *deuter, Float kineticEnergyLoss )
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{
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return this->onCollisionResponse( this, deuter, kineticEnergyLoss );
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}
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void SimpleRigidBody::CallSubscription_Move()
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{
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this->onMovement( this );
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}
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bool SimpleRigidBody::IsAffectedByGravity() const
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{
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return !this->ignoreGravity;
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}
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bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
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{
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return Box( this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize() ).Intersects( shape );
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}
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bool SimpleRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const
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{
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return Box( this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize() ).Intersects( shape, worldPointOfContact );
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}
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bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const
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{
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return object.Intersects( Box(this->rigid.GetRotationMatrix(), this->rigid.centerPos, this->rigid.GetSize()), worldPointOfContact );
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}
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Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
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{
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return targetMem = Sphere( this->rigid.centerPos, this->rigid.boundingReach.GetMagnitude() );
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}
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Float4 & SimpleRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const
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{
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Float4 offset = worldPos.xyz - this->rigid.centerPos;
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Float distance = offset.Dot( offset );
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Float3 normal = Float3::null;
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if( distance != 0.0f )
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{ // sanity check
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Ray axis( Float4::standard_unit_w, offset / (Float)::std::sqrt(distance) );
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Float minDistance = numeric_limits<Float>::max();
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Float4x4 rotationMatrix = this->rigid.GetRotationMatrix();
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if( Private::Intersects(axis, Plane(rotationMatrix.v[0], -this->rigid.boundingReach.x), axis.collisionDistance) )
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{ // check along x-axis
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if( axis.collisionDistance < 0.0f )
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normal = -rotationMatrix.v[0].xyz;
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else
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normal = rotationMatrix.v[0].xyz;
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minDistance = Abs( axis.collisionDistance );
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}
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if( Private::Intersects(axis, Plane(rotationMatrix.v[1], -this->rigid.boundingReach.y), axis.collisionDistance) )
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{ // check along y-axis
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distance = Abs( axis.collisionDistance ); // recycling memory
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if( minDistance > distance )
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{
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if( axis.collisionDistance < 0.0f )
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normal = -rotationMatrix.v[1].xyz;
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else
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normal = rotationMatrix.v[1].xyz;
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minDistance = distance;
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}
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}
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if( Private::Intersects(axis, Plane(rotationMatrix.v[2], -this->rigid.boundingReach.z), axis.collisionDistance) )
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{ // check along z-axis
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if( minDistance > Abs( axis.collisionDistance ) )
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{
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if( axis.collisionDistance < 0.0f )
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normal = -rotationMatrix.v[2].xyz;
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else
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normal = rotationMatrix.v[2].xyz;
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}
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}
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}
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targetMem.xyz = normal;
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targetMem.w = 0.0f;
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return targetMem;
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}
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Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
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{
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return targetMem = this->gravityNormal;
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}
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void * SimpleRigidBody::GetCustomTag() const
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{
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return this->customTag;
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}
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//Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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//{
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// return targetMem = this->rigid.centerPos;
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//}
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//
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//Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
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//{
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// return targetMem = this->rigid.box.rotation;
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//}
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//
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//Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
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//{
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// return targetMem = this->rigid.GetOrientation();
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//}
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//
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//Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
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//{
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// return targetMem = this->rigid.GetView();
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//}
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//Float3 SimpleRigidBody::GetRigidLinearVelocity() const
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//{
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// return this->rigid.GetLinearVelocity();
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//}
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UpdateState SimpleRigidBody::Update( Float timeStepLength )
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{
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if( this->isForwarded )
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{
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this->rigid.Move( this->deltaPos.xyz, this->deltaAxis.xyz );
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this->deltaPos = Float4::null;
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this->deltaAxis = Float4::null;
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this->isForwarded = false;
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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//! @todo TODO: compare previous and new state and return result
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//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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return UpdateState_altered;
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}
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void SimpleRigidBody::Predict( Float4 &outDeltaPos, Float4 &outDeltaAxis, const Float4 &actingLinearImpulse, const Float4 &actingAngularImpulse, Float deltaTime )
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{
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this->rigid.Predict_LeapFrog( outDeltaPos.xyz, outDeltaAxis.xyz, actingLinearImpulse.xyz, actingAngularImpulse.xyz, deltaTime );
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}
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void SimpleRigidBody::SetScene( void *scene )
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{
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this->scene = (Octree*)scene;
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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{
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if( functionPointer )
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{
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this->onCollision = functionPointer;
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}
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else
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{
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this->onCollision = Default::EventAction_Collision;
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}
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_CollisionResponse functionPointer )
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{
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if( functionPointer )
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{
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this->onCollisionResponse = functionPointer;
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}
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else
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{
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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}
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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{
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if( functionPointer )
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{
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this->onMovement = functionPointer;
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}
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else
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{
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this->onMovement = Default::EventAction_Move;
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}
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}
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void SimpleRigidBody::SetGravity( bool ignore)
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{
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this->ignoreGravity = ignore;
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this->gravityNormal = Float3::null;
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}
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void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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{
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this->gravityNormal = normalizedVector;
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this->rigid.gravityNormal = Float4( this->gravityNormal, 0 );
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}
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void SimpleRigidBody::SetCustomTag( void *ref )
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{
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this->customTag = ref;
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}
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//void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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//{
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// this->rigid.SetMomentOfInertia_KeepVelocity( localI );
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//}
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//
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//void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
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//{
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// this->rigid.SetMomentOfInertia_KeepMomentum( localI );
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//}
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//
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//void SimpleRigidBody::SetMass_KeepVelocity( Float m )
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//{
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// this->rigid.SetMass_KeepVelocity( m );
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//}
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//
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//void SimpleRigidBody::SetMass_KeepMomentum( Float m )
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//{
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// this->rigid.SetMass_KeepMomentum( m );
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//}
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//
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//void SimpleRigidBody::SetCenter( const Float3 &worldPos )
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//{
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// this->rigid.SetCenter( worldPos );
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//}
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//
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//void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
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//{
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// this->rigid.SetRotation( rotation );
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//}
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//
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//void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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//{
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// this->rigid.SetOrientation( orientation );
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//}
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//
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//void SimpleRigidBody::SetSize( const Float3 &size )
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//{
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// this->rigid.SetSize( size );
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//}
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//
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//void SimpleRigidBody::SetMomentum( const Float3 &worldG )
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//{
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// this->rigid.SetLinearMomentum( worldG );
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//}
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