Counter Strike : Global Offensive Source Code
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//--------------------------------------------------------------------------------------------------
// qhMass.cpp
//
// Copyright(C) 2011 by D. Gregorius. All rights reserved.
//--------------------------------------------------------------------------------------------------
#include "qhMass.h"
//--------------------------------------------------------------------------------------------------
// Local utilities
//--------------------------------------------------------------------------------------------------
inline qhMatrix3 qhSteiner( qhReal Weight, const qhVector3& Center ) { // Usage: Io = Ic + Is and Ic = Io - Is
qhReal Ixx = Weight * ( Center.Y * Center.Y + Center.Z * Center.Z ); qhReal Iyy = Weight * ( Center.X * Center.X + Center.Z * Center.Z ); qhReal Izz = Weight * ( Center.X * Center.X + Center.Y * Center.Y ); qhReal Ixy = -Weight * Center.X * Center.Y; qhReal Ixz = -Weight * Center.X * Center.Z; qhReal Iyz = -Weight * Center.Y * Center.Z;
// Write
qhMatrix3 Out; Out.C1.X = Ixx; Out.C2.X = Ixy; Out.C3.X = Ixz; Out.C1.Y = Ixy; Out.C2.Y = Iyy; Out.C3.Y = Iyz; Out.C1.Z = Ixz; Out.C2.Z = Iyz; Out.C3.Z = Izz;
return Out; }
//--------------------------------------------------------------------------------------------------
// qhMass
//--------------------------------------------------------------------------------------------------
qhMass::qhMass( void ) : Weight( 0 ) , Center( QH_VEC3_ZERO ) , Inertia( QH_MAT3_ZERO ) {
}
//--------------------------------------------------------------------------------------------------
qhMass& qhMass::operator+=( const qhMass& Other ) { Inertia += Other.Inertia; Center = ( Weight * Center + Other.Weight * Other.Center ) / ( Weight + Other.Weight ); Weight += Other.Weight;
return *this; }
//--------------------------------------------------------------------------------------------------
void qhMass::ShiftToOrigin( void ) { Inertia += qhSteiner( Weight, Center ); }
//--------------------------------------------------------------------------------------------------
void qhMass::ShiftToCenter( void ) { Inertia -= qhSteiner( Weight, Center ); }
//--------------------------------------------------------------------------------------------------
qhMass qhSphereMass( const qhVector3& Center, qhReal Radius, qhReal Density ) { qhReal Volume = qhReal( 0.4 ) * QH_PI * Radius * Radius * Radius; qhReal Weight = Volume * Density;
qhReal I = qhReal( 0.4 ) * Weight * Radius * Radius;
qhMass Mass; Mass.Weight = Weight; Mass.Center = Center; Mass.Inertia = qhMatrix3( I, I, I ) + qhSteiner( Weight, Center );
return Mass; }
//--------------------------------------------------------------------------------------------------
qhMass qhCapsuleMass( const qhVector3& Center1, const qhVector3& Center2, qhReal Radius, qhReal Density ) { // Compute height and check if we degenerate into a sphere
qhReal Height = qhDistance( Center1, Center2 ); if ( Height < qhReal( 100 ) * QH_REAL_EPSILON ) { return qhSphereMass( qhReal( 0.5 ) * ( Center1 + Center2 ), Radius, Density ); }
// Cylinder
qhReal CylinderVolume = ( QH_PI * Radius * Radius ) * Height; qhReal CylinderWeight = CylinderVolume * Density;
// Sphere
qhReal SphereVolume = qhReal( 4.0 / 3.0 ) * QH_PI * Radius * Radius * Radius; qhReal SphereWeight = SphereVolume * Density;
// Parallel Axis Theorem (Steiner)
qhReal Offset = qhReal( 0.5 ) * Height + qhReal( 3.0 / 8.0 ) * Radius;
qhReal Ix = qhReal( 1.0 / 12.0 ) * CylinderWeight * ( qhReal( 3 ) * Radius * Radius + Height * Height ) + qhReal( 83.0 / 320.0 ) * SphereWeight * Radius * Radius + SphereWeight * Offset * Offset; qhReal Iy = qhReal( 0.5 ) * CylinderWeight * Radius * Radius + qhReal( 0.4 ) * SphereWeight * Radius * Radius;
// Align capsule axis with chosen up-axis
qhReal Weight = SphereWeight + CylinderWeight; qhVector3 Center = qhReal( 0.5 ) * ( Center1 + Center2 ); qhVector3 Direction = qhNormalize( Center2 - Center1 ); qhQuaternion Q = qhRotation( QH_VEC3_AXIS_Y, Direction ); qhMatrix3 R = qhConvert( Q );
qhMass Mass; Mass.Weight = Weight; Mass.Center = Center; Mass.Inertia = R * qhMatrix3( Ix, Iy, Ix ) * qhTranspose( R ) + qhSteiner( Weight, Center );
return Mass; }
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