git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@84 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -63,3 +63,8 @@ void BodyState::recalculate() {
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// Compute the spin quaternion
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// Compute the spin quaternion
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spin = Quaternion(0, angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ()) * orientation * 0.5;
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spin = Quaternion(0, angularVelocity.getX(), angularVelocity.getY(), angularVelocity.getZ()) * orientation * 0.5;
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}
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}
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// Overloaded operator for the multiplication with a number
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BodyState BodyState::operator*(double number) const {
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// TODO : Implement this method
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}
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@ -68,6 +68,9 @@ class BodyState {
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void setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse); // Set the inverse of the inertia tensor
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void setInertiaTensorInverse(const Matrix3x3& inertiaTensorInverse); // Set the inverse of the inertia tensor
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void recalculate(); // Recalculate the secondary values of the BodyState
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void recalculate(); // Recalculate the secondary values of the BodyState
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// Overloaded operators
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BodyState operator*(double number) const; // Overloaded operator for the multiplication with a number
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};
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};
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// --- Inlines functions --- //
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// --- Inlines functions --- //
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@ -60,22 +60,22 @@ class RigidBody : public Body {
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// --- Inline functions --- //
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// --- Inline functions --- //
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// Return the inertia tensor of the body
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// Return the inertia tensor of the body
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Matrix3x3 RigidBody::getInertiaTensor() const {
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inline Matrix3x3 RigidBody::getInertiaTensor() const {
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return inertiaTensor;
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return inertiaTensor;
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}
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}
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// Set the inertia tensor of the body
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// Set the inertia tensor of the body
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void RigidBody::setInertiaTensor(const Matrix3x3& inertiaTensor) {
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inline void RigidBody::setInertiaTensor(const Matrix3x3& inertiaTensor) {
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this->inertiaTensor = inertiaTensor;
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this->inertiaTensor = inertiaTensor;
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}
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}
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// Return the current state of the body
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// Return the current state of the body
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BodyState RigidBody::getCurrentBodyState() const {
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inline BodyState RigidBody::getCurrentBodyState() const {
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return currentBodyState;
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return currentBodyState;
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}
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}
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// Return the previous state of the body
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// Return the previous state of the body
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BodyState RigidBody::getPreviousBodyState() const {
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inline BodyState RigidBody::getPreviousBodyState() const {
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return previousBodyState;
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return previousBodyState;
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}
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}
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