51 lines
2.5 KiB
C++
51 lines
2.5 KiB
C++
/****************************************************************************************
|
|
* \file SHGhostBody.cpp
|
|
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
|
* \brief Implementation for the Ghost Body meant for Simulation.
|
|
*
|
|
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
|
* disclosure of this file or its contents without the prior written consent
|
|
* of DigiPen Institute of Technology is prohibited.
|
|
****************************************************************************************/
|
|
|
|
#include <SHpch.h>
|
|
|
|
// Primary Header
|
|
#include "SHGhostBody.h"
|
|
|
|
namespace SHADE
|
|
{
|
|
/*-----------------------------------------------------------------------------------*/
|
|
/* Constructors & Destructor Definitions */
|
|
/*-----------------------------------------------------------------------------------*/
|
|
|
|
SHGhostBody::SHGhostBody(const SHRigidBodyComponent& rigidBody) noexcept
|
|
: linearVelocity { rigidBody.GetLinearVelocity() }
|
|
, angularVelocity { rigidBody.GetAngularVelocity() }
|
|
, localCentroid { rigidBody.GetLocalCentroid() }
|
|
, accumulatedForce { rigidBody.GetForce() }
|
|
, accumulatedTorque{ rigidBody.GetTorque() }
|
|
, gravityScale { rigidBody.GetGravityScale() }
|
|
, mass { rigidBody.GetMass() }
|
|
, drag { rigidBody.GetDrag() }
|
|
, angularDrag { rigidBody.GetAngularDrag() }
|
|
, position { rigidBody.GetPosition() }
|
|
, orientation { SHQuaternion::FromEuler(rigidBody.GetRotation()) }
|
|
, useGravity { rigidBody.IsGravityEnabled() }
|
|
{
|
|
const SHVec3 LOCAL_INERTIA = rigidBody.GetLocalInertia();
|
|
localInvInertia.x = 1.0f / LOCAL_INERTIA.x;
|
|
localInvInertia.y = 1.0f / LOCAL_INERTIA.y;
|
|
localInvInertia.z = 1.0f / LOCAL_INERTIA.z;
|
|
|
|
linearLock.x = rigidBody.GetFreezePositionX() ? 1.0f : 0.0f;
|
|
linearLock.y = rigidBody.GetFreezePositionY() ? 1.0f : 0.0f;
|
|
linearLock.z = rigidBody.GetFreezePositionZ() ? 1.0f : 0.0f;
|
|
|
|
angularLock.x = rigidBody.GetFreezeRotationX() ? 1.0f : 0.0f;
|
|
angularLock.y = rigidBody.GetFreezeRotationY() ? 1.0f : 0.0f;
|
|
angularLock.z = rigidBody.GetFreezeRotationZ() ? 1.0f : 0.0f;
|
|
}
|
|
|
|
|
|
} // namespace SHADE
|