Havok: Add hkpSphereMotion

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Léo Lam 2022-01-15 18:21:28 +01:00
parent 843f2bcd88
commit 19888cc607
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2 changed files with 37 additions and 0 deletions

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@ -106,6 +106,7 @@ add_library(hkStubs OBJECT
Havok/Physics2012/Dynamics/Motion/hkpMotion.h
Havok/Physics2012/Dynamics/Motion/Rigid/hkpBoxMotion.h
Havok/Physics2012/Dynamics/Motion/Rigid/hkpKeyframedRigidMotion.h
Havok/Physics2012/Dynamics/Motion/Rigid/hkpSphereMotion.h
Havok/Physics2012/Dynamics/World/hkpPhysicsSystem.h
Havok/Physics2012/Dynamics/World/hkpWorld.cpp
Havok/Physics2012/Dynamics/World/hkpWorld.h

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@ -0,0 +1,36 @@
#pragma once
#pragma once
#include <Havok/Common/Base/hkBase.h>
#include <Havok/Physics2012/Dynamics/Motion/hkpMotion.h>
class hkpSphereMotion : public hkpMotion {
public:
HK_DECLARE_CLASS_ALLOCATOR(hkpSphereMotion)
HK_DECLARE_REFLECTION()
hkpSphereMotion(const hkVector4& position, const hkQuaternion& rotation)
: hkpMotion(position, rotation) {
m_type = MOTION_SPHERE_INERTIA;
}
explicit hkpSphereMotion(hkFinishLoadedObjectFlag flag) : hkpMotion(flag) {}
void getInertiaLocal(hkMatrix3& inertia) const override;
void getInertiaWorld(hkMatrix3& inertia) const override;
void setInertiaLocal(const hkMatrix3& inertia) override;
void setInertiaInvLocal(const hkMatrix3& inertiaInv) override;
void getInertiaInvLocal(hkMatrix3& inertiaInv) const override;
void getInertiaInvWorld(hkMatrix3& inertiaInv) const override;
void getProjectedPointVelocity(const hkVector4& p, const hkVector4& normal, hkReal& velOut,
hkReal& invVirtMassOut) const override;
void getProjectedPointVelocitySimd(const hkVector4& p, const hkVector4& normal,
hkSimdReal& velOut,
hkSimdReal& invVirtMassOut) const override;
void applyPointImpulse(const hkVector4& imp, const hkVector4& p) override;
void applyAngularImpulse(const hkVector4& imp) override;
void applyForce(const hkReal deltaTime, const hkVector4& force) override;
void applyForce(const hkReal deltaTime, const hkVector4& force, const hkVector4& p) override;
void applyTorque(const hkReal deltaTime, const hkVector4& torque) override;
};