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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "BouncingSpheres.h"
WM5_WINDOW_APPLICATION(BouncingSpheres);
//----------------------------------------------------------------------------
BouncingSpheres::BouncingSpheres ()
:
WindowApplication3("SamplePhysics/BouncingSpheres", 0, 0, 640, 480,
Float4(1.0f, 1.0f, 1.0f, 1.0f)),
mTextColor(0.0f, 0.0f, 0.0f, 1.0f)
{
mSimTime = 0.0f;
mSimDeltaTime = 1.0f/10.0f;
}
//----------------------------------------------------------------------------
bool BouncingSpheres::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
float angle = 0.02f*Mathf::PI;
float cs = Mathf::Cos(angle), sn = Mathf::Sin(angle);
APoint camPosition(27.5f, 8.0f, 8.9f);
AVector camDVector(-cs, 0.0f, -sn);
AVector camUVector(-sn, 0.0f, cs);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// Initialize balls with correct transformations.
PhysicsTick();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
return true;
}
//----------------------------------------------------------------------------
void BouncingSpheres::OnTerminate()
{
for (int i = 0; i < NUM_BALLS; ++i)
{
delete0(mBalls[i]);
mBallNodes[i] = 0;
}
mScene = 0;
mWireState = 0;
mFloor = 0;
mSideWall1 = 0;
mSideWall2 = 0;
mBackWall = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void BouncingSpheres::OnIdle ()
{
MeasureTime();
PhysicsTick();
GraphicsTick();
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool BouncingSpheres::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w': // toggle wireframe
mWireState->Enabled = !mWireState->Enabled;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void BouncingSpheres::CreateScene ()
{
CreateBalls();
CreateFloor();
CreateBackWall();
CreateSideWall1();
CreateSideWall2();
// ** layout of scene graph **
// scene
// room
// backwall
// floor
// sidewall1
// sidewall2
// balls
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
Node* room = new0 Node();
room->AttachChild(mFloor);
room->AttachChild(mSideWall1);
room->AttachChild(mSideWall2);
room->AttachChild(mBackWall);
mScene->AttachChild(room);
Node* ballRoot = new0 Node();
int i;
for (i = 0; i < NUM_BALLS; ++i)
{
ballRoot->AttachChild(mBallNodes[i]);
}
mScene->AttachChild(ballRoot);
// The balls are constrained to bounce around in a rectangular solid
// region. The six defining planes are defined to be immovable rigid
// bodies. The boundaries are parallel to coordinate axes and pass
// through the points indicated by the value other than +-100. That is,
// the back wall is at x = 1, the left wall is at y = 2, the floor is at
// z = 1, the right wall is at y = 15, the ceiling is at z = 17, and the
// front wall is at x = 9. The ceiling and front wall are invisible
// objects (not rendered), but you will see balls bouncing against it
// and reflecting away from it towards the back wall.
mBoundaryLocations[0] = Vector3f(1.0f, -100.0f, -100.0f);
mBoundaryNormals[0] = Vector3f(1.0f, 0.0f, 0.0f);
mBoundaryLocations[1] = Vector3f(-100.0f, 2.0f, -100.0f);
mBoundaryNormals[1] = Vector3f(0.0f, 1.0f, 0.0f);
mBoundaryLocations[2] = Vector3f(-100.0f, -100.0f, 1.0f);
mBoundaryNormals[2] = Vector3f(0.0f, 0.0f, 1.0f);
mBoundaryLocations[3] = Vector3f(100.0f, 15.0f, 100.0f);
mBoundaryNormals[3] = Vector3f(0.0f, -1.0f, 0.0f);
mBoundaryLocations[4] = Vector3f(100.0f, 100.0f, 17.0f);
mBoundaryNormals[4] = Vector3f(0.0f, 0.0f, -1.0f);
mBoundaryLocations[5] = Vector3f(8.0f, 100.0f, 100.0f);
mBoundaryNormals[5] = Vector3f(-1.0f, 0.0f, 0.0f);
for (i = 0; i < 6; ++i)
{
mBoundaries[i].SetMass(0.0f);
mBoundaries[i].SetPosition(mBoundaryLocations[i]);
}
}
//----------------------------------------------------------------------------
void BouncingSpheres::CreateBalls ()
{
// TODO. Adjust this so that the physics simulation runs with the
// real clock.
mSimDeltaTime = 0.001f;
Vector3f position, linearMomentum;
float mass = 2.0f;
for (int i = 0; i < NUM_BALLS; ++i)
{
mBalls[i] = new0 RigidBall(Mathf::IntervalRandom(0.25f, 1.0f));
RigidBall& ball = *mBalls[i];
mBallNodes[i] = new0 Node();
mBallNodes[i]->AttachChild(ball.Mesh());
mass += 1.2f;
if (i > 3)
{
position = Vector3f(5.0f, 4.0f, 13.0f) -
1.0f*(i - 4.0f)*Vector3f::UNIT_Z +
2.0f*(i - 4.0f)*Vector3f::UNIT_Y;
}
else
{
position = Vector3f(3.0f, 4.0f, 10.0f) -
2.0f*i*Vector3f::UNIT_Z + 2.0f*i*Vector3f::UNIT_Y;
}
linearMomentum = Vector3f(2.0f, 2.0f, -1.2f) +
50.0f*(Mathf::SymmetricRandom())*Vector3f::UNIT_X +
50.0f*(Mathf::SymmetricRandom())*Vector3f::UNIT_Y +
50.0f*(Mathf::SymmetricRandom())*Vector3f::UNIT_Z ;
ball.SetMass(mass);
ball.SetPosition(position);
ball.SetLinearMomentum(linearMomentum);
ball.mForce = Force;
ball.mTorque = Torque;
}
}
//----------------------------------------------------------------------------
void BouncingSpheres::CreateFloor ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
Float3 floorColor(155.0f/255.0f, 177.0f/255.0f, 164.0f/255.0f);
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3( 1.0f, 1.0f, 1.0f);
vba.Position<Float3>(1) = Float3(17.0f, 1.0f, 1.0f);
vba.Position<Float3>(2) = Float3(17.0f, 20.0f, 1.0f);
vba.Position<Float3>(3) = Float3( 1.0f, 20.0f, 1.0f);
vba.Color<Float3>(0, 0) = floorColor;
vba.Color<Float3>(0, 1) = floorColor;
vba.Color<Float3>(0, 2) = floorColor;
vba.Color<Float3>(0, 3) = floorColor;
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
mFloor = new0 TriMesh(vformat, vbuffer, ibuffer);
mFloor->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
}
//----------------------------------------------------------------------------
void BouncingSpheres::CreateSideWall1 ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
Float3 sideWall1Color(170.0f/255.0f, 187.0f/255.0f, 219.0f/255.0f);
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3( 1.0f, 15.0f, 1.0f);
vba.Position<Float3>(1) = Float3(17.0f, 15.0f, 1.0f);
vba.Position<Float3>(2) = Float3(17.0f, 15.0f, 17.0f);
vba.Position<Float3>(3) = Float3( 1.0f, 15.0f, 17.0f);
vba.Color<Float3>(0, 0) = sideWall1Color;
vba.Color<Float3>(0, 1) = sideWall1Color;
vba.Color<Float3>(0, 2) = sideWall1Color;
vba.Color<Float3>(0, 3) = sideWall1Color;
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
mSideWall1 = new0 TriMesh(vformat, vbuffer, ibuffer);
mSideWall1->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
}
//----------------------------------------------------------------------------
void BouncingSpheres::CreateSideWall2 ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
Float3 sideWall2Color(170.0f/255.0f, 187.0f/255.0f, 219.0f/255.0f);
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(17.0f, 2.0f, 1.0f);
vba.Position<Float3>(1) = Float3( 1.0f, 2.0f, 1.0f);
vba.Position<Float3>(2) = Float3( 1.0f, 2.0f, 17.0f);
vba.Position<Float3>(3) = Float3(17.0f, 2.0f, 17.0f);
vba.Color<Float3>(0,0) = sideWall2Color;
vba.Color<Float3>(0,1) = sideWall2Color;
vba.Color<Float3>(0,2) = sideWall2Color;
vba.Color<Float3>(0,3) = sideWall2Color;
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
mSideWall2 = new0 TriMesh(vformat, vbuffer, ibuffer);
mSideWall2->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
}
//----------------------------------------------------------------------------
void BouncingSpheres::CreateBackWall ()
{
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
Float3 backWallColor(209.0f/255.0f, 204.0f/255.0f, 180.0f/255.0f);
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(1.0f, 1.0f, 1.0f);
vba.Position<Float3>(1) = Float3(1.0f, 20.0f, 1.0f);
vba.Position<Float3>(2) = Float3(1.0f, 20.0f, 17.0f);
vba.Position<Float3>(3) = Float3(1.0f, 1.0f, 17.0f);
vba.Color<Float3>(0, 0) = backWallColor;
vba.Color<Float3>(0, 1) = backWallColor;
vba.Color<Float3>(0, 2) = backWallColor;
vba.Color<Float3>(0, 3) = backWallColor;
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
mBackWall = new0 TriMesh(vformat, vbuffer, ibuffer);
mBackWall->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
}
//----------------------------------------------------------------------------
void BouncingSpheres::PhysicsTick ()
{
DoCollisionDetection();
DoCollisionResponse();
for (int i = 0; i < NUM_BALLS; ++i)
{
mBallNodes[i]->LocalTransform.SetTranslate(mBalls[i]->GetPosition());
}
mScene->Update();
mSimTime += mSimDeltaTime;
}
//----------------------------------------------------------------------------
void BouncingSpheres::GraphicsTick ()
{
mCuller.ComputeVisibleSet(mScene);
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
char message[256];
sprintf(message, "Time = %5.2f", mSimTime);
mRenderer->Draw(90, GetHeight()-8, mTextColor, message);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
}
//----------------------------------------------------------------------------
void BouncingSpheres::DoCollisionDetection ()
{
mBoundaryContacts.clear();
// Collisions with boundaries.
Contact contact;
int i;
for (i = 0; i < NUM_BALLS; ++i)
{
Vector3f position = mBalls[i]->GetPosition();
float radius = mBalls[i]->GetRadius();
mBalls[i]->Moved = false;
mBlocked[i].clear();
// These checks are done in pairs under the assumption that the ball
// radii are smaller than the separation of opposite boundaries, hence
// only one of each opposite pair of boundaries may be touched at any
// time.
// rear[0] and front[5] boundaries
if (position.X() < mBoundaryLocations[0].X() + radius)
{
SetBoundaryContact(i, 0, position, radius, contact);
}
else if (position.X() > mBoundaryLocations[5].X() - radius)
{
SetBoundaryContact(i, 5, position, radius, contact);
}
// left[1] and right[3] boundaries
if (position.Y() < mBoundaryLocations[1].Y() + radius)
{
SetBoundaryContact(i, 1, position, radius, contact);
}
else if (position.Y() > mBoundaryLocations[3].Y() - radius)
{
SetBoundaryContact(i, 3, position, radius, contact);
}
// bottom[2] and top[4] boundaries
if (position.Z() < mBoundaryLocations[2].Z() + radius)
{
SetBoundaryContact(i, 2, position, radius, contact);
}
else if (position.Z() > mBoundaryLocations[4].Z() - radius)
{
SetBoundaryContact(i, 4, position, radius, contact);
}
}
// Collisions between balls.
for (i = 0; i < NUM_BALLS-1; ++i)
{
for (int j = i + 1; j < NUM_BALLS; ++j)
{
Vector3f diff =
mBalls[j]->GetPosition() - mBalls[i]->GetPosition();
float diffLen = diff.Length();
float radiusI = mBalls[i]->GetRadius();
float radiusJ = mBalls[j]->GetRadius();
float magnitude = diffLen - radiusI - radiusJ;
if (magnitude < 0.0f)
{
contact.A = mBalls[i];
contact.B = mBalls[j];
contact.N = diff/diffLen;
Vector3f deltaPos = magnitude*contact.N;
if (mBalls[i]->Moved && !mBalls[j]->Moved)
{
// Ball i moved but ball j did not.
mBalls[j]->Position() -= deltaPos;
}
else if (!mBalls[i]->Moved && mBalls[j]->Moved)
{
// Ball j moved but ball i did not.
mBalls[i]->Position() += deltaPos;
}
else
{
// Neither ball moved or both balls moved already.
deltaPos *= 0.5f;
mBalls[j]->Position() -= deltaPos;
mBalls[i]->Position() += deltaPos;
}
contact.P = mBalls[i]->Position() + radiusI*contact.N;
mBoundaryContacts.push_back(contact);
}
}
}
mNumContacts = (int)mBoundaryContacts.size();
}
//----------------------------------------------------------------------------
void BouncingSpheres::SetBoundaryContact (int i, int bIndex,
const Vector3f& position, float radius, Contact& contact)
{
contact.B = mBalls[i];
contact.A = &mBoundaries[bIndex];
contact.N = mBoundaryNormals[bIndex];
contact.P = position;
mBlocked[i].push_back(-contact.N);
mBoundaryContacts.push_back(contact);
Vector3f bPosition = mBoundaries[bIndex].GetPosition();
switch (bIndex)
{
case 0:
contact.B->Position().X() = bPosition.X() + radius;
break;
case 1:
contact.B->Position().Y() = bPosition.Y() + radius;
break;
case 2:
contact.B->Position().Z() = bPosition.Z() + radius;
break;
case 3:
contact.B->Position().Y() = bPosition.Y() - radius;
break;
case 4:
contact.B->Position().Z() = bPosition.Z() - radius;
break;
case 5:
contact.B->Position().X() = bPosition.X() - radius;
break;
default:
assertion(false, "Should not get here.\n");
break;
}
mBalls[i]->Moved = true;
}
//----------------------------------------------------------------------------
void BouncingSpheres::DoCollisionResponse ()
{
if (mNumContacts > 0)
{
float* preRelVelocities = new1<float>(mNumContacts);
float* impulseMagnitudes = new1<float>(mNumContacts);
ComputePreimpulseVelocity(preRelVelocities);
ComputeImpulseMagnitude(preRelVelocities, impulseMagnitudes);
for (int i = 0; i < mNumContacts; ++i)
{
Contact& contact = mBoundaryContacts[i];
RigidBodyf& bodyA = *contact.A;
RigidBodyf& bodyB = *contact.B;
Vector3f impulse = impulseMagnitudes[i]*contact.N;
bodyA.SetLinearMomentum(bodyA.GetLinearMomentum() + impulse);
bodyB.SetLinearMomentum(bodyB.GetLinearMomentum() - impulse);
}
delete1(preRelVelocities);
delete1(impulseMagnitudes);
}
for (int i = 0; i < NUM_BALLS; ++i)
{
mBalls[i]->Update(mSimTime, mSimDeltaTime);
}
}
//----------------------------------------------------------------------------
void BouncingSpheres::ComputeImpulseMagnitude (float* preRelVelocities,
float* impulseMagnitudes)
{
// The coefficient of restitution.
const float restitution = 0.8f;
Vector3f linVelDiff, relA, relB;
Vector3f AxN, BxN, JInvAxN, JInvBxN;
for (int i = 0; i < mNumContacts; ++i)
{
const Contact& contact = mBoundaryContacts[i];
const RigidBodyf& bodyA = *contact.A;
const RigidBodyf& bodyB = *contact.B;
if (preRelVelocities[i] < 0.0f)
{
linVelDiff =
bodyA.GetLinearVelocity() - bodyB.GetLinearVelocity();
relA = contact.P - bodyA.GetPosition();
relB = contact.P - bodyB.GetPosition();
AxN = relA.Cross(contact.N);
BxN = relB.Cross(contact.N);
JInvAxN = bodyA.GetWorldInverseInertia()*AxN;
JInvBxN = bodyB.GetWorldInverseInertia()*BxN;
float numer = -(1.0f + restitution)*(contact.N.Dot(linVelDiff)
+ bodyA.GetAngularVelocity().Dot(AxN)
- bodyB.GetAngularVelocity().Dot(BxN));
float denom = bodyA.GetInverseMass() + bodyB.GetInverseMass()
+ AxN.Dot(JInvAxN)
+ BxN.Dot(JInvBxN);
impulseMagnitudes[i] = numer/denom;
}
else
{
impulseMagnitudes[i] = 0.0f;
}
}
}
//----------------------------------------------------------------------------
void BouncingSpheres::ComputePreimpulseVelocity (float* preRelVelocities)
{
for (int i = 0; i < mNumContacts; ++i)
{
const Contact& contact = mBoundaryContacts[i];
const RigidBodyf& bodyA = *contact.A;
const RigidBodyf& bodyB = *contact.B;
Vector3f relA = contact.P - bodyA.GetPosition();
Vector3f relB = contact.P - bodyB.GetPosition();
Vector3f velA = bodyA.GetLinearVelocity() +
bodyA.GetAngularVelocity().Cross(relA);
Vector3f velB = bodyB.GetLinearVelocity() +
bodyB.GetAngularVelocity().Cross(relB);
preRelVelocities[i] = contact.N.Dot(velB - velA);
}
}
//----------------------------------------------------------------------------
Vector3f BouncingSpheres::Force (float, float mass, const Vector3f&,
const Quaternionf&, const Vector3f&, const Vector3f&, const Matrix3f&,
const Vector3f&, const Vector3f&)
{
const float gravityConstant = 9.81f; // m/sec/sec
const Vector3f gravityDirection = Vector3f(0.0f, 0.0f, -1.0f);
return (mass*gravityConstant)*gravityDirection;
}
//----------------------------------------------------------------------------
Vector3f BouncingSpheres::Torque (float, float, const Vector3f&,
const Quaternionf&, const Vector3f&, const Vector3f&, const Matrix3f&,
const Vector3f&, const Vector3f&)
{
return Vector3f::ZERO;
}
//----------------------------------------------------------------------------
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