Danbias/Code/GamePhysics/Implementation/SimpleRigidBody.cpp

244 lines
6.6 KiB
C++
Raw Normal View History

#include "SimpleRigidBody.h"
#include "PhysicsAPI_Impl.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::Value;
SimpleRigidBody::SimpleRigidBody()
{
2014-02-09 21:24:09 +01:00
this->collisionShape = NULL;
this->motionState = NULL;
this->rigidBody = NULL;
this->state.centerPos = Float3(0.0f, 0.0f, 0.0f);
this->state.quaternion = Quaternion(Float3(0.0f, 0.0f, 0.0f), 1.0f);
this->state.dynamicFrictionCoeff = 0.0f;
this->state.staticFrictionCoeff = 0.0f;
this->state.mass = 0.0f;
this->state.restitutionCoeff = 0.0f;
this->state.reach = Float3(0.0f, 0.0f, 0.0f);
2014-02-10 13:55:01 +01:00
this->afterCollision = NULL;
this->onMovement = NULL;
2014-01-20 13:44:12 +01:00
this->customTag = nullptr;
}
2014-02-09 21:24:09 +01:00
SimpleRigidBody::~SimpleRigidBody()
{
2014-02-09 21:24:09 +01:00
delete this->motionState;
this->motionState = NULL;
delete this->collisionShape;
this->collisionShape = NULL;
delete this->rigidBody;
this->rigidBody = NULL;
}
2014-02-10 14:50:40 +01:00
SimpleRigidBody::State SimpleRigidBody::GetState() const
{
return this->state;
}
SimpleRigidBody::State& SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
{
targetMem = this->state;
return targetMem;
}
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
{
btTransform trans;
2014-02-10 15:46:55 +01:00
btVector3 position(state.centerPos.x, state.centerPos.y, state.centerPos.z);
btQuaternion quaternion(state.quaternion.imaginary.x, state.quaternion.imaginary.y, state.quaternion.imaginary.z, state.quaternion.real);
2014-02-10 14:50:40 +01:00
this->motionState->getWorldTransform(trans);
2014-02-10 15:46:55 +01:00
trans.setRotation(quaternion);
trans.setOrigin(position);
2014-02-10 14:50:40 +01:00
this->motionState->setWorldTransform(trans);
this->rigidBody->setFriction(state.staticFrictionCoeff);
this->rigidBody->setRestitution(state.restitutionCoeff);
btVector3 fallInertia(0, 0, 0);
collisionShape->calculateLocalInertia(state.mass, fallInertia);
this->rigidBody->setMassProps(state.mass, fallInertia);
this->state = state;
}
2014-02-09 21:24:09 +01:00
void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape)
{
2014-02-09 21:24:09 +01:00
this->collisionShape = shape;
}
2014-02-09 21:24:09 +01:00
void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState)
{
2014-02-09 21:24:09 +01:00
this->motionState = motionState;
}
2014-02-09 21:24:09 +01:00
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
{
2014-02-09 21:24:09 +01:00
this->rigidBody = rigidBody;
}
2014-02-09 21:24:09 +01:00
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
{
2014-02-09 21:24:09 +01:00
this->afterCollision = function;
}
2014-02-10 13:55:01 +01:00
void SimpleRigidBody::SetSubscription(EventAction_Move function)
{
this->onMovement = function;
}
void SimpleRigidBody::SetLinearVelocity(Float3 velocity)
{
this->rigidBody->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
}
void SimpleRigidBody::SetPosition(::Oyster::Math::Float3 position)
{
btTransform trans;
this->motionState->getWorldTransform(trans);
trans.setOrigin(btVector3(position.x, position.y, position.z));
this->motionState->setWorldTransform(trans);
this->state.centerPos = position;
}
void SimpleRigidBody::SetRotation(Float4 quaternion)
{
btTransform trans;
this->motionState->getWorldTransform(trans);
trans.setRotation(btQuaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w));
this->motionState->setWorldTransform(trans);
this->state.quaternion = Quaternion(quaternion.xyz, quaternion.w);
}
void SimpleRigidBody::SetRotation(::Oyster::Math::Quaternion quaternion)
{
btTransform trans;
this->motionState->getWorldTransform(trans);
trans.setRotation(btQuaternion(quaternion.imaginary.x, quaternion.imaginary.y, quaternion.imaginary.z, quaternion.real));
this->motionState->setWorldTransform(trans);
this->state.quaternion = quaternion;
}
void SimpleRigidBody::SetRotation(Float3 eulerAngles)
{
btTransform trans;
this->motionState->getWorldTransform(trans);
trans.setRotation(btQuaternion(eulerAngles.x, eulerAngles.y, eulerAngles.z));
this->motionState->setWorldTransform(trans);
this->state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w());
}
void SimpleRigidBody::SetAngularFactor(Float factor)
{
this->rigidBody->setAngularFactor(factor);
}
2014-02-11 13:09:46 +01:00
void SimpleRigidBody::SetGravity(Float3 gravity)
{
this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z));
this->gravity = gravity;
}
void SimpleRigidBody::SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right)
{
2014-02-11 10:49:37 +01:00
btTransform trans;
btMatrix3x3 rotation;
btVector3 upVector(up.x, up.y, up.z);
btVector3 rightVector(right.x, right.y, right.z);
rotation[1] = upVector.normalized();
rotation[0] = rightVector.normalized();
2014-02-11 10:49:37 +01:00
rotation[2] = rightVector.cross(upVector).normalized();
2014-02-11 11:45:16 +01:00
trans = this->rigidBody->getWorldTransform();
2014-02-11 10:49:37 +01:00
trans.setBasis(rotation);
2014-02-11 11:45:16 +01:00
this->rigidBody->setWorldTransform(trans);
2014-02-11 10:49:37 +01:00
btQuaternion quaternion;
quaternion = trans.getRotation();
this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w());
}
void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward)
{
2014-02-11 10:49:37 +01:00
btTransform trans;
btMatrix3x3 rotation;
btVector3 upVector(up.x, up.y, up.z);
btVector3 forwardVector(forward.x, forward.y, forward.z);
rotation[1] = upVector.normalized();
2014-02-11 10:49:37 +01:00
rotation[2] = forwardVector.normalized();
rotation[0] = forwardVector.cross(upVector).normalized();
2014-02-11 11:45:16 +01:00
trans = this->rigidBody->getWorldTransform();
2014-02-11 10:49:37 +01:00
trans.setBasis(rotation);
2014-02-11 11:45:16 +01:00
this->rigidBody->setWorldTransform(trans);
2014-02-11 10:49:37 +01:00
btQuaternion quaternion;
quaternion = trans.getRotation();
this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w());
}
Float4x4 SimpleRigidBody::GetRotation() const
{
return this->state.GetRotation();
}
Float4x4 SimpleRigidBody::GetOrientation() const
{
return this->state.GetOrientation();
}
Float4x4 SimpleRigidBody::GetView() const
{
return this->state.GetView();
}
Float4x4 SimpleRigidBody::GetView( const ::Oyster::Math::Float3 &offset ) const
{
return this->state.GetView(offset);
}
2014-02-10 13:55:01 +01:00
void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss)
{
2014-02-10 15:46:55 +01:00
if(this->afterCollision)
2014-02-10 13:55:01 +01:00
this->afterCollision(bodyA, bodyB, kineticEnergyLoss);
}
void SimpleRigidBody::CallSubscription_Move()
{
if(this->onMovement)
this->onMovement(this);
}
btCollisionShape* SimpleRigidBody::GetCollisionShape() const
{
return this->collisionShape;
}
2014-02-09 21:24:09 +01:00
btDefaultMotionState* SimpleRigidBody::GetMotionState() const
{
2014-02-09 21:24:09 +01:00
return this->motionState;
}
2014-02-10 13:55:01 +01:00
btRigidBody* SimpleRigidBody::GetRigidBody() const
{
return this->rigidBody;
}
2014-01-20 13:44:12 +01:00
void * SimpleRigidBody::GetCustomTag() const
{
return this->customTag;
}
2014-01-20 13:44:12 +01:00
void SimpleRigidBody::SetCustomTag( void *ref )
{
this->customTag = ref;
}
2014-02-09 21:24:09 +01:00