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;
namespace Struct
{
struct SimpleBodyDescription;
struct SphericalBodyDescription;
struct CustomBodyState;
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struct Gravity;
}
enum UpdateState
{
UpdateState_resting,
UpdateState_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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const float epsilon = (const float)1.0e-3;
}
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class PHYSICS_DLL_USAGE API
{
public:
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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typedef Struct::Gravity Gravity;
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
/** Gets the Physics instance. */
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static API & Instance();
/********************************************************
* Clears all content and reset Engine assetts such as buffers.
* @param numObjects: The predicted max number of active objects.
* @param numGravityWells: The predicted max number of active gravity wells.
* @param worldSize: The size of acceptable physics space.
********************************************************/
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virtual void Init() = 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;
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// Bullet physics
virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual void UpdateWorld() = 0;
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/********************************************************
* Applies an effect to objects that collide with the set volume.
* @param collideable: An ICollideable that defines the volume of the effect.
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* @param args: The arguments needed for the hitAction function.
* @param hitAction: A function that contains the effect. Parameterlist contains the custom body
the collideable hits, and the arguments sent to the function.
********************************************************/
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virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) = 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:
enum SubscriptMessage
{
SubscriptMessage_none,
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SubscriptMessage_kineticLoss,
SubscriptMessage_ignore_collision_response,
SubscriptMessage_player_collision_response
};
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typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
typedef void (*EventAction_AfterCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
typedef void (*EventAction_Move)( const ICustomBody *object );
typedef Struct::CustomBodyState State;
virtual ~ICustomBody() {};
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/********************************************************
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* Gets the current state of the rigid body
* @return the current state of the rigid body
********************************************************/
virtual State GetState() const = 0;
/********************************************************
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* Gets the current state of the rigid body
* @param targetMem: The state is copied into targetMem
* @return the current state of the rigid body
********************************************************/
virtual State & GetState( State &targetMem ) const = 0;
/********************************************************
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* Sets the current state of the rigid body
********************************************************/
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virtual void SetState( const State &state ) = 0;
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virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0;
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virtual void SetSubscription(EventAction_Move function) = 0;
virtual void SetLinearVelocity(::Oyster::Math::Float3 velocity) = 0;
virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0;
virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0;
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/********************************************************
* @return the void pointer set by SetCustomTag.
* nullptr if none is set.
********************************************************/
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virtual void* GetCustomTag() const = 0;
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/********************************************************
* Not used by the engine itself. Just a quality of life feature
* for developers who want to tag something to the objects.
* @param ref: Anything castable to a void pointer, the engine won't care.
********************************************************/
virtual void SetCustomTag( void *ref ) = 0;
};
}
}
#include "PhysicsStructs.h"
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#include "PhysicsFormula.h"
#endif