Improved Collision Event Subscription
From now on, will each ICustomBody instance have it's own collisionAction function.
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3a444aaae8
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07e3aa1697
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@ -10,14 +10,6 @@ using namespace ::Utility::DynamicMemory;
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API_Impl API_instance;
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// default API::EventAction_Collision
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void defaultCollisionAction( const ICustomBody *proto, const ICustomBody *deuter )
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{ /* do nothing */ }
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// default API::EventAction_Destruction
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void defaultDestructionAction( UniquePointer<ICustomBody> proto )
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{ /* do nothing besides proto auto deleting itself. */ }
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Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
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{
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return Formula::MomentOfInertia::Sphere(mass, radius);
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@ -51,8 +43,7 @@ API & API::Instance()
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API_Impl::API_Impl()
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: gravityConstant( Constant::gravity_constant ),
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updateFrameLength( 1.0f / 120.0f ),
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collisionAction( defaultCollisionAction ),
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destructionAction( defaultDestructionAction )
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destructionAction( Default::EventAction_Destruction )
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{}
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API_Impl::~API_Impl() {}
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@ -66,17 +57,22 @@ void API_Impl::SetDeltaTime( float deltaTime )
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{
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updateFrameLength = deltaTime;
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}
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void API_Impl::SetGravityConstant( float g )
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{
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this->gravityConstant = g;
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}
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void API_Impl::SetAction( API::EventAction_Collision functionPointer )
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void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
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{
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this->collisionAction = functionPointer;
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}
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void API_Impl::SetAction( API::EventAction_Destruction functionPointer )
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{
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this->destructionAction = functionPointer;
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if( functionPointer )
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{
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this->destructionAction = functionPointer;
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}
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else
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{
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this->destructionAction = Default::EventAction_Destruction;
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}
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}
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void API_Impl::Update()
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@ -168,4 +164,17 @@ void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
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UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
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{
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return new SimpleRigidBody();
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}
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}
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namespace Oyster { namespace Physics { namespace Default
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{
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void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
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{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
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::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
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{ /* Do nothing except returning business as usual. */
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return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
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}
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} } }
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@ -17,8 +17,7 @@ namespace Oyster
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void SetDeltaTime( float deltaTime );
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void SetGravityConstant( float g );
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void SetAction( EventAction_Collision functionPointer );
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void SetAction( EventAction_Destruction functionPointer );
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void SetSubscription( EventAction_Destruction functionPointer );
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void Update();
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@ -45,11 +44,15 @@ namespace Oyster
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
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private:
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::Oyster::Math::Float gravityConstant, updateFrameLength;
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EventAction_Collision collisionAction;
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EventAction_Destruction destructionAction;
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};
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}
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namespace Default
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{
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void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
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::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
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}
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}
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}
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#endif
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@ -10,7 +10,7 @@ using namespace ::Utility::Value;
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SimpleRigidBody::SimpleRigidBody()
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: previous(), current(),
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gravityNormal(0.0f),
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subscribeCollision(true),
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collisionAction(Default::EventAction_Collision),
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ignoreGravity(false) {}
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SimpleRigidBody::~SimpleRigidBody() {}
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@ -20,11 +20,6 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
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return new SimpleRigidBody( *this );
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}
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bool SimpleRigidBody::IsSubscribingCollisions() const
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{ // Assumption
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return this->subscribeCollision;
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}
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bool SimpleRigidBody::IsAffectedByGravity() const
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{
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return !this->ignoreGravity;
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@ -92,7 +87,19 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength )
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this->current.Update_LeapFrog( timeStepLength );
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// compare previous and new state and return result
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return this->current == this->previous ? resting : altered;
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return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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{
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if( functionPointer )
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{
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this->collisionAction = functionPointer;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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}
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}
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void SimpleRigidBody::SetGravity( bool ignore)
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@ -106,11 +113,6 @@ void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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this->gravityNormal = normalizedVector;
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}
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void SimpleRigidBody::SetSubscription( bool subscribeCollision )
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{
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this->subscribeCollision = subscribeCollision;
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}
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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{
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this->current.SetMomentOfInertia_KeepVelocity( localI );
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@ -14,7 +14,6 @@ namespace Oyster { namespace Physics
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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bool IsSubscribingCollisions() const;
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bool IsAffectedByGravity() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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@ -29,9 +28,9 @@ namespace Oyster { namespace Physics
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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void SetSubscription( bool subscribeCollision );
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void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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@ -44,7 +43,8 @@ namespace Oyster { namespace Physics
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private:
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::Oyster::Physics3D::RigidBody previous, current;
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::Oyster::Math::Float3 gravityNormal;
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bool subscribeCollision, ignoreGravity;
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EventAction_Collision collisionAction;
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bool ignoreGravity;
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};
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} }
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@ -10,7 +10,7 @@ using namespace ::Utility::Value;
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SphericalRigidBody::SphericalRigidBody()
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: previous(), current( Box(Float4x4::identity, Float3::null, Float3(1.0f)) ),
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gravityNormal( 0.0f ),
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subscribeCollision( true ),
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collisionAction(Default::EventAction_Collision),
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ignoreGravity( false ),
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body( Float3::null, 0.5f ) {}
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@ -21,11 +21,6 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
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return new SphericalRigidBody( *this );
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}
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bool SphericalRigidBody::IsSubscribingCollisions() const
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{ // Assumption
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return this->subscribeCollision;
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}
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bool SphericalRigidBody::IsAffectedByGravity() const
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{
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return !this->ignoreGravity;
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@ -94,7 +89,19 @@ UpdateState SphericalRigidBody::Update( Float timeStepLength )
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this->body.center = this->current.GetCenter();
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// compare previous and new state and return result
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return this->current == this->previous ? resting : altered;
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return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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}
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void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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{
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if( functionPointer )
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{
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this->collisionAction = functionPointer;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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}
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}
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void SphericalRigidBody::SetGravity( bool ignore)
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@ -108,11 +115,6 @@ void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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this->gravityNormal = normalizedVector;
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}
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void SphericalRigidBody::SetSubscription( bool subscribeCollision )
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{
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this->subscribeCollision = subscribeCollision;
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}
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void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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{
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this->current.SetMomentOfInertia_KeepVelocity( localI );
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@ -30,9 +30,9 @@ namespace Oyster { namespace Physics
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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void SetSubscription( bool subscribeCollision );
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void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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@ -45,7 +45,8 @@ namespace Oyster { namespace Physics
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private:
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::Oyster::Physics3D::RigidBody previous, current;
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::Oyster::Math::Float3 gravityNormal;
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bool subscribeCollision, ignoreGravity;
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EventAction_Collision collisionAction;
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bool ignoreGravity;
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::Oyster::Collision3D::Sphere body;
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};
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} }
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@ -19,8 +19,8 @@ namespace Oyster
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enum UpdateState
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{
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resting,
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altered
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UpdateState_resting,
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UpdateState_altered
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};
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namespace Constant
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@ -45,7 +45,6 @@ namespace Oyster
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class PHYSICS_DLL_USAGE API
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{
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public:
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typedef void (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
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/** Gets the Physics instance. */
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@ -70,20 +69,15 @@ namespace Oyster
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* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
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********************************************************/
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virtual void SetGravityConstant( float g ) = 0;
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/********************************************************
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* Sets the function that will be called by the engine
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* whenever a subscribed collision occurs.
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********************************************************/
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virtual void SetAction( EventAction_Collision functionPointer ) = 0;
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/********************************************************
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* Sets the function that will be called by the engine
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* whenever an object is being destroyed for some reason.
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* - Because DestroyObject(...) were called.
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* - Out of memory forced engine to destroy an object.
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* @param functionPointer: If NULL, an empty default function will be set.
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********************************************************/
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virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
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virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
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/********************************************************
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* Triggers the engine to run next update frame.
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@ -225,6 +219,14 @@ namespace Oyster
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class PHYSICS_DLL_USAGE ICustomBody
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{
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public:
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enum SubscriptMessage
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{
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SubscriptMessage_none,
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SubscriptMessage_ignore_collision_response
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};
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typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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virtual ~ICustomBody() {};
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/********************************************************
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@ -232,11 +234,6 @@ namespace Oyster
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* @return An ICustomBody pointer along with the responsibility to delete.
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********************************************************/
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
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/********************************************************
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* @return true if Engine should call the EventAction_Collision function.
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********************************************************/
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virtual bool IsSubscribingCollisions() const = 0;
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/********************************************************
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* @return true if Engine should apply gravity on this object.
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@ -312,6 +309,13 @@ namespace Oyster
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********************************************************/
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virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
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/********************************************************
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* Sets the function that will be called by the engine
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* whenever a collision occurs.
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* @param functionPointer: If NULL, an empty default function will be set.
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********************************************************/
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virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
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/********************************************************
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* @param ignore: True if Engine should not apply Gravity.
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********************************************************/
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@ -323,11 +327,6 @@ namespace Oyster
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********************************************************/
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virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
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/********************************************************
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* @param subscribeCollision: If is true, engine will call EventAction_Collision when this collides.
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********************************************************/
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virtual void SetSubscription( bool subscribeCollision ) = 0;
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/********************************************************
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* To not be called if is in Engine
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* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
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