From 29362c8c60ab06fb375673ce19703bd71fc640ae Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Tue, 26 Nov 2013 13:27:34 +0100 Subject: [PATCH] Added more API & ICustomBody methods API::Init ICustomBody::SetSubscription Gravity related calls moved DLLMain.cpp --- Code/GamePhysics/GamePhysics.vcxproj | 4 +- Code/GamePhysics/GamePhysics.vcxproj.filters | 8 ++- .../{ => Implementation}/DLLMain.cpp | 0 .../Implementation/PhysicsAPI_Impl.cpp | 10 +++ .../Implementation/PhysicsAPI_Impl.h | 3 + .../Implementation/SimpleRigidBody.cpp | 39 ++++++++++- .../Implementation/SimpleRigidBody.h | 8 +++ Code/GamePhysics/PhysicsAPI.h | 67 ++++++++++++++++--- 8 files changed, 126 insertions(+), 13 deletions(-) rename Code/GamePhysics/{ => Implementation}/DLLMain.cpp (100%) diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index ddc37cf4..232bc3ed 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -152,12 +152,14 @@ + + - + diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index 256cd6b1..4c0fd5f3 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -30,6 +30,9 @@ Header Files\Implementation + + Header Files\Implementation + @@ -38,7 +41,10 @@ Source Files - + + Source Files + + Source Files diff --git a/Code/GamePhysics/DLLMain.cpp b/Code/GamePhysics/Implementation/DLLMain.cpp similarity index 100% rename from Code/GamePhysics/DLLMain.cpp rename to Code/GamePhysics/Implementation/DLLMain.cpp diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 54af5084..6c3e4a27 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -57,6 +57,11 @@ API_Impl::API_Impl() API_Impl::~API_Impl() {} +void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize ) +{ + //! @todo TODO: implement stub +} + void API_Impl::SetDeltaTime( float deltaTime ) { updateFrameLength = deltaTime; @@ -155,6 +160,11 @@ void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orient //! @todo TODO: implement stub } +void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size ) +{ + //! @todo TODO: implement stub +} + UniquePointer API_Impl::CreateSimpleRigidBody() const { return new SimpleRigidBody(); diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h index c02ebdb2..5a2e3ef6 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h @@ -13,6 +13,8 @@ namespace Oyster API_Impl(); virtual ~API_Impl(); + void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ); + void SetDeltaTime( float deltaTime ); void SetGravityConstant( float g ); void SetAction( EventAction_Collision functionPointer ); @@ -38,6 +40,7 @@ namespace Oyster void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ); void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ); + void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ); ::Utility::DynamicMemory::UniquePointer CreateSimpleRigidBody() const; private: diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 7fd15e40..cc1f847b 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -7,7 +7,11 @@ using namespace ::Oyster::Collision3D; using namespace ::Utility::DynamicMemory; using namespace ::Utility::Value; -SimpleRigidBody::SimpleRigidBody() : previous(), current() {} +SimpleRigidBody::SimpleRigidBody() + : previous(), current(), + gravityNormal(0.0f), + subscribeCollision(true), + ignoreGravity(false) {} SimpleRigidBody::~SimpleRigidBody() {} @@ -18,7 +22,12 @@ UniquePointer SimpleRigidBody::Clone() const bool SimpleRigidBody::IsSubscribingCollisions() const { // Assumption - return true; + return this->subscribeCollision; +} + +bool SimpleRigidBody::IsAffectedByGravity() const +{ + return !this->ignoreGravity; } bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const @@ -51,6 +60,11 @@ Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem return targetMem = (worldPos - this->current.box.center).GetNormalized(); } +Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const +{ + return targetMem = this->gravityNormal; +} + Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const { return targetMem = this->current.box.center; @@ -81,6 +95,22 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength ) return this->current == this->previous ? resting : altered; } +void SimpleRigidBody::SetGravity( bool ignore) +{ + this->ignoreGravity = ignore; + this->gravityNormal = Float3::null; +} + +void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector ) +{ + this->gravityNormal = normalizedVector; +} + +void SimpleRigidBody::SetSubscription( bool subscribeCollision ) +{ + this->subscribeCollision = subscribeCollision; +} + void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) { this->current.SetMomentOfInertia_KeepVelocity( localI ); @@ -114,4 +144,9 @@ void SimpleRigidBody::SetRotation( const Float4x4 &rotation ) void SimpleRigidBody::SetOrientation( const Float4x4 &orientation ) { this->current.SetOrientation( orientation ); +} + +void SimpleRigidBody::SetSize( const Float3 &size ) +{ + this->current.SetSize( size ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index 99295e44..41be919b 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -15,11 +15,13 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; bool IsSubscribingCollisions() const; + bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const; ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const; ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; + ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; @@ -27,6 +29,9 @@ namespace Oyster { namespace Physics UpdateState Update( ::Oyster::Math::Float timeStepLength ); + void SetGravity( bool ignore); + void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ); + void SetSubscription( bool subscribeCollision ); void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ); void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ); void SetMass_KeepVelocity( ::Oyster::Math::Float m ); @@ -34,9 +39,12 @@ namespace Oyster { namespace Physics void SetCenter( const ::Oyster::Math::Float3 &worldPos ); void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); + void SetSize( const ::Oyster::Math::Float3 &size ); private: ::Oyster::Physics3D::RigidBody previous, current; + ::Oyster::Math::Float3 gravityNormal; + bool subscribeCollision, ignoreGravity; }; } } diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 0f4a80ee..bf80e6fa 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -51,6 +51,14 @@ namespace Oyster /** Gets the Physics instance. */ 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. + ********************************************************/ + virtual void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ) = 0; + /******************************************************** * Sets the time length of each physics update frame. ********************************************************/ @@ -133,7 +141,7 @@ namespace Oyster * @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. @@ -196,6 +204,13 @@ namespace Oyster ********************************************************/ virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0; + /******************************************************** + * Resizes the boundingBox. + * @param objRef: A pointer to the ICustomBody representing a physical object. + * @param size: New size of this [m] + ********************************************************/ + virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 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. @@ -223,6 +238,11 @@ namespace Oyster ********************************************************/ virtual bool IsSubscribingCollisions() const = 0; + /******************************************************** + * @return true if Engine should apply gravity on this object. + ********************************************************/ + virtual bool IsAffectedByGravity() const = 0; + /******************************************************** * Performs a detailed Intersect test and returns if, when and where. * @param object: What this is intersect testing against. @@ -254,6 +274,13 @@ namespace Oyster ********************************************************/ virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; + /******************************************************** + * The gravity normal will have same direction as the total gravity force pulling on this and have the magnitude of 1.0f. + * @param targetMem: Provided memory that written into and then returned. + * @return a normalized vector in worldSpace. Exception: Null vector if no gravity been applied. + ********************************************************/ + virtual ::Oyster::Math::Float3 & GetGravityNormal( ::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. @@ -280,52 +307,74 @@ namespace Oyster virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Is called during API::Update ********************************************************/ virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0; + + /******************************************************** + * @param ignore: True if Engine should not apply Gravity. + ********************************************************/ + virtual void SetGravity( bool ignore) = 0; /******************************************************** - * To be only called by Engine + * Used by Engine + * @param normalizedVector: Should have same direction as the pullinggravity. + ********************************************************/ + virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0; + + /******************************************************** + * @param subscribeCollision: If is true, engine will call EventAction_Collision when this collides. + ********************************************************/ + virtual void SetSubscription( bool subscribeCollision ) = 0; + + /******************************************************** + * To not be called if is in Engine * Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Use API::SetMomentOfInertiaTensor_KeepMomentum(...) ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Use API::SetMass_KeepVelocity(...) ********************************************************/ virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Use API::SetMass_KeepMomentum(...) ********************************************************/ virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Use API::SetCenter(...) ********************************************************/ virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Use API::SetRotation(...) ********************************************************/ virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0; /******************************************************** - * To be only called by Engine + * To not be called if is in Engine * Use API::SetOrientation(...) ********************************************************/ virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0; + + /******************************************************** + * To not be called if is in Engine + * Use API::SetSize(...) + ********************************************************/ + virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0; }; } }