Danbias/Code/GamePhysics/PhysicsAPI.h

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#ifndef PHYSICS_API_H
#define PHYSICS_API_H
#include "OysterCollision3D.h"
#include "OysterMath.h"
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#if defined PHYSICS_DLL_EXPORT
#define PHYSICS_DLL_USAGE __declspec(dllexport)
#else
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#define PHYSICS_DLL_USAGE __declspec(dllimport)
#endif
namespace Oyster
{
namespace Physics
{
class API;
class ICustomBody;
enum UpdateState
{
resting,
altered
};
namespace Constant
{
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
}
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class PHYSICS_DLL_USAGE MomentOfInertia
{
public:
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static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
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static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
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static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
};
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class PHYSICS_DLL_USAGE API
{
public:
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
/** Gets the Physics instance. */
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static API & Instance();
/********************************************************
* Sets the time length of each physics update frame.
********************************************************/
virtual void SetDeltaTime( float seconds ) = 0;
/********************************************************
* Sets the Gravityconstant in the physics that will be
* used in ForceField calculations.
* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
********************************************************/
virtual void SetGravityConstant( float g ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a subscribed collision occurs.
********************************************************/
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever an object is being destroyed for some reason.
* - Because DestroyObject(...) were called.
* - Out of memory forced engine to destroy an object.
********************************************************/
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Triggers the engine to run next update frame.
* All accumulated forces and changes will be consumed.
* EventAction functions might be called.
********************************************************/
virtual void Update() = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @return true if object is in limbo state.
********************************************************/
virtual bool IsInLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will put an object in Limbo state.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void MoveToLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will clear the accumulated force/torque and remove the Limbo state.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* Introduces a new object into the engine.
* @param handle: A pointer along with the responsibility to delete.
********************************************************/
virtual void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
/********************************************************
* Fetches and removes an object from the engine.
* Will not call the provided EventAction_Destruction method.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef ) = 0;
/********************************************************
* Removes an object from the engine.
* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
/********************************************************
* Apply force on an object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
* @param worldF: Vector with the direction and magnitude of the force. [N]
********************************************************/
virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
/********************************************************
* Apply force on an object.
* @param objRefA: A pointer to the ICustomBody representing a physical object.
* @param objRefB: A pointer to the ICustomBody representing a physical object.
* @param deltaWhen: The elapsed simulation time since last update frame. [s]
* @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m]
********************************************************/
virtual void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
/********************************************************
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
/********************************************************
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
/********************************************************
* Sets the mass of an object without changing it's linear velocity.
* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param m: [kg]
********************************************************/
virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
/********************************************************
* Sets the mass of an object without changing it's linear velocity.
* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param m: [kg]
********************************************************/
virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
/********************************************************
* Instantly moves an object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
********************************************************/
virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
/********************************************************
* Instantly redirects object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param rotation: New rotation.
********************************************************/
virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
/********************************************************
* Instantly moves and redirects object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param orientation: New orientation.
********************************************************/
virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
/********************************************************
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
* @return A pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
protected:
virtual ~API() {}
};
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//! The root interface for all physical representations processable by the engine.
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class PHYSICS_DLL_USAGE ICustomBody
{
public:
virtual ~ICustomBody() {};
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/********************************************************
* Creates a complete copy of the current (type)object.
* @return An ICustomBody pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
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/********************************************************
* @return true if Engine should call the EventAction_Collision function.
********************************************************/
virtual bool IsSubscribingCollisions() const = 0;
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/********************************************************
* Performs a detailed Intersect test and returns if, when and where.
* @param object: What this is intersect testing against.
* @param deltaWhen: Time in seconds since last update frame til timeOfContact. 0.0f <= deltaWhen <= deltaTime
* @param worldPointOfContact: Where at timeOfContact, this and object touches eachother.
* @return true if this truly intersects with object.
********************************************************/
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
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/********************************************************
* param shape: Any defined sample shape.
* @return true if this truly intersects with shape.
********************************************************/
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
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/********************************************************
* Required by Engine's Collision Search.
* @param targetMem: Provided memory that written into and then returned.
* @return a sphere shape that contains the ICustomBody.
********************************************************/
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
/********************************************************
* Required by Engine's Collision Responsing.
* @param worldPos: Should be worldPointOfContact from Intersects( ... )
* @param targetMem: Provided memory that written into and then returned.
* @return a surface normal in worldSpace.
********************************************************/
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
/********************************************************
* The world position of this center of gravity.
* @param targetMem: Provided memory that written into and then returned.
* @return a position in worldSpace.
********************************************************/
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
/********************************************************
* @param targetMem: Provided memory that written into and then returned.
* @return a copy of this's rotation matrix.
********************************************************/
virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
/********************************************************
* @param targetMem: Provided memory that written into and then returned.
* @return a copy of this's orientation matrix.
********************************************************/
virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
/********************************************************
* @param targetMem: Provided memory that written into and then returned.
* @return a copy of this's view matrix.
********************************************************/
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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/********************************************************
* To be only called by Engine
* Is called during API::Update
********************************************************/
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetMass_KeepVelocity(...)
********************************************************/
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetMass_KeepMomentum(...)
********************************************************/
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetCenter(...)
********************************************************/
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetRotation(...)
********************************************************/
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
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/********************************************************
* To be only called by Engine
* Use API::SetOrientation(...)
********************************************************/
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
};
}
}
#endif