1 #include "..\include\raMain.h" 5 m_Velocity(0,0,0), m_Accelerate(0,0,0), m_AngularAccelerate(0,0,0), m_AngularVelocity(0,0,0)
19 const raVector3& Accelerator,
float mass) :
20 m_Velocity(Velocity), m_Accelerate(Accelerator), m_AngularVelocity(0,0,0), m_AngularAccelerate(0,0,0)
24 D3DXMatrixTranslation((D3DXMATRIX*)&m_Translation, Position.
x, Position.
y, Position.
z);
41 D3DXVec3Scale((D3DXVECTOR3*)translation, (D3DXVECTOR3*)m_Velocity, fTime);
45 D3DXVec3Normalize((D3DXVECTOR3*)&axis, (D3DXVECTOR3*)&m_AngularVelocity);
54 D3DXMatrixTranslation((D3DXMATRIX*)&mt, translation.x, translation.y, translation.z);
58 m = m_Scaling * m_Rotation;
59 mWorld = m * m_Translation;
63 m_Velocity += fTime * m_Accelerate;
64 m_AngularVelocity += fTime * m_AngularAccelerate;
80 m_AngularAccelerate = Ang;
88 m_AngularAccelerate.
x = 0;
89 m_AngularAccelerate.
y = 0;
90 m_AngularAccelerate.
z = 0;
96 m_AngularVelocity.
x = 0;
97 m_AngularVelocity.
y = 0;
98 m_AngularVelocity.
z = 0;
103 D3DXVec3TransformCoord((D3DXVECTOR3*)&pos2, (D3DXVECTOR3*)&pos1, (D3DXMATRIX*)&m_Translation);
129 D3DXVec3TransformNormal((D3DXVECTOR3*)&m_Accelerate, (D3DXVECTOR3*)&a, (D3DXMATRIX*)m_pRender->
GetWorldMatrix());
134 D3DXVec3TransformNormal((D3DXVECTOR3*)&m_AngularAccelerate, (D3DXVECTOR3*)&a, (D3DXMATRIX*)m_pRender->
GetWorldMatrix());
raMatrix raMatrixIdentity()
void SetAccelerate(float x, float y, float z)
void SetVelocity(float x, float y, float z)
RAPI raMatrix raMatrixScaling(const raVector3 &v)
virtual const float GetBoundingsphereRadius()
float GetBoundingSphereRadius()
virtual raMatrix * GetWorldMatrix(void)
void SetAngAccel(float x, float y, float z)
raFloat raVector3LenghtSq(const raVector3 &v)
RAPI raMatrix raMatrixRotationAxis(const raVector3 &v, const float f)
void Accelerate(float x, float y, float z)
virtual void Update(float fTime, float fRunTime)
void AngAccel(float x, float y, float z)
virtual void SetWorldMatrix(const raMatrix &value)