Danbias/Code/Game/GameLogic/Object.cpp

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#include "Object.h"
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#include "OysterMath.h"
#include "CollisionManager.h"
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#include "GID.h"
#include "PhysicsAPI.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
using namespace Oyster::Physics;
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const Game *Object::gameInstance = (Game*)(&Game::Instance());
Object::Object()
{
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API::SimpleBodyDescription sbDesc;
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this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
this->objectID = GID();
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
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Object::Object(OBJECT_TYPE type)
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{
API::SimpleBodyDescription sbDesc;
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this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
this->type = type;
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this->objectID = GID();
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
{
Oyster::Physics::API::Instance().AddObject(rigidBody);
this->rigidBody = rigidBody;
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this->type = type;
this->objectID = GID();
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
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}
Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
API::SimpleBodyDescription sbDesc;
this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
this->type = type;
this->objectID = GID();
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
{
Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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this->type = type;
this->objectID = GID();
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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{
Oyster::Physics::API::Instance().AddObject(rigidBody);
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = GID();
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
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}
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{
newPhysicsState.ApplyLinearImpulse(force);
}
Object::~Object(void)
{
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}
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OBJECT_TYPE Object::GetObjectType() const
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{
return this->type;
}
int Object::GetID() const
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{
return this->objectID;
}
Oyster::Physics::ICustomBody* Object::GetRigidBody()
{
return this->rigidBody;
}
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void Object::BeginFrame()
{
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//newPhysicsState.SetAngularMomentum(Float3::null);
//this->rigidBody->SetState(this->newPhysicsState);
//this->rigidBody->GetState(this->newPhysicsState);
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Oyster::Math::Float4 axis;
if(newPhysicsState.GetGravityNormal()!= Float3::null)
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{
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(newPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(newPhysicsState.GetGravityNormal()), axis);
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if(axis !=axis)
{
//error
int i =0 ;
}
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//newPhysicsState.SetRotation(axis.xyz);
newPhysicsState.SetAngularMomentum(Float3::null);
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Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
debug += newPhysicsState.GetGravityNormal();
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}
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this->rigidBody->SetState(this->newPhysicsState);
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}
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// update physic
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void Object::EndFrame()
{
this->currPhysicsState = this->rigidBody->GetState();
this->newPhysicsState = this->currPhysicsState;
}
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void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
{
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
}
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
{
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
}
Oyster::Math::Float3 Object::GetPosition()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return state.GetCenterPosition();
}
Oyster::Math::Float4x4 Object::GetOrientation()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return state.GetOrientation();
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}