Danbias/Code/GamePhysics/PhysicsStructs-Impl.h

224 lines
6.3 KiB
C++

#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 &centerPos, 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 &centerPos )
{
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