diff --git a/SHADE_Engine/src/Physics/Collision/Broadphase/SHDynamicAABBTree.cpp b/SHADE_Engine/src/Physics/Collision/Broadphase/SHDynamicAABBTree.cpp index dc87d706..7177e517 100644 --- a/SHADE_Engine/src/Physics/Collision/Broadphase/SHDynamicAABBTree.cpp +++ b/SHADE_Engine/src/Physics/Collision/Broadphase/SHDynamicAABBTree.cpp @@ -337,7 +337,7 @@ namespace SHADE { SHASSERT(index >= 0 && index < capacity, "Trying to free an invalid AABB Tree node!") - nodes[index].next = NULL_NODE; + nodes[index].next = freeList; nodes[index].height = NULL_NODE; // Put it back on the free list diff --git a/SHADE_Engine/src/Physics/Collision/Shapes/SHCollisionShapeLibrary.cpp b/SHADE_Engine/src/Physics/Collision/Shapes/SHCollisionShapeLibrary.cpp index c70728f3..dde4c8f7 100644 --- a/SHADE_Engine/src/Physics/Collision/Shapes/SHCollisionShapeLibrary.cpp +++ b/SHADE_Engine/src/Physics/Collision/Shapes/SHCollisionShapeLibrary.cpp @@ -127,9 +127,9 @@ namespace SHADE * Faces: * * Front: 0 (0,1,2,3) Normal: -Z - * Right: 1 (1,5,6,2) Normal: X + * Right: 1 (5,6,2,1) Normal: X * Back: 2 (5,4,7,6) Normal: Z - * Left: 3 (4,0,3,7) Normal: -X + * Left: 3 (0,3,7,4) Normal: -X * Top: 4 (3,2,6,7) Normal: Y * Bottom: 5 (4,5,1,0) Normal: -Y * diff --git a/SHADE_Engine/src/Physics/Dynamics/SHRigidBody.cpp b/SHADE_Engine/src/Physics/Dynamics/SHRigidBody.cpp index 57c2d90e..b690d487 100644 --- a/SHADE_Engine/src/Physics/Dynamics/SHRigidBody.cpp +++ b/SHADE_Engine/src/Physics/Dynamics/SHRigidBody.cpp @@ -644,29 +644,24 @@ namespace SHADE const SHMatrix RT = SHMatrix::Transpose(R); /* - Compute world inertia as a Vector - - | a b c || x | | ax + by + cz | - | d e f || y | = | dx + ey + fz | - | g h i || z | | gx + hy + iz | - */ + * Compute world inertia as a Vector + * + * | a b c || x | | ax + by + cz | + * | d e f || y | = | dx + ey + fz | + * | g h i || z | | gx + hy + iz | + */ - SHMatrix tmp = SHMatrix - { - SHVec4 { localInvInertia.x, 0.0f, 0.0f, 0.0f } - , SHVec4 { 0.0f, localInvInertia.y, 0.0f, 0.0f } - , SHVec4 { 0.0f, 0.0f, localInvInertia.z, 0.0f } - , SHVec4 { 0.0f, 0.0f, 0.0, 1.0f } - }; + SHMatrix localInertiaTensor = SHMatrix::Identity; - tmp *= RT; + // Set the diagonals + localInertiaTensor.m[0][0] = localInvInertia.x; + localInertiaTensor.m[1][1] = localInvInertia.y; + localInertiaTensor.m[2][2] = localInvInertia.z; - worldInvInertia = SHVec3 - { - R.m[0][0] * tmp.m[0][0] + RT.m[0][1] * tmp.m[1][1] + RT.m[0][2] * tmp.m[2][2] - , R.m[1][0] * tmp.m[0][0] + RT.m[1][1] * tmp.m[1][1] + RT.m[1][2] * tmp.m[2][2] - , R.m[2][0] * tmp.m[0][0] + RT.m[2][1] * tmp.m[1][1] + RT.m[2][2] * tmp.m[2][2] - }; + localInertiaTensor *= RT; + const SHVec3 DIAGONALS { localInertiaTensor.m[0][0], localInertiaTensor.m[1][1], localInertiaTensor.m[2][2] }; + + worldInvInertia = R * DIAGONALS; // Compute world centroid worldCentroid = (R * localCentroid) + motionState.position;