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;
}