parent
23d3af21c6
commit
3a6cb98b08
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@ -1,6 +1,7 @@
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#include "PhysicsAPI_Impl.h"
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#include "PhysicsAPI_Impl.h"
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#include "SimpleRigidBody.h"
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#include "OysterPhysics3D.h"
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#include "OysterPhysics3D.h"
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#include "SimpleRigidBody.h"
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#include "SphericalRigidBody.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Physics3D;
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@ -161,9 +162,14 @@ void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
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//! @todo TODO: implement stub
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//! @todo TODO: implement stub
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}
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}
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UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
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UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
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{
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{
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return new SimpleRigidBody();
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return new SimpleRigidBody( desc );
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}
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UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const
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{
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return new SphericalRigidBody();
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}
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}
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namespace Oyster { namespace Physics { namespace Default
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namespace Oyster { namespace Physics { namespace Default
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@ -41,7 +41,9 @@ namespace Oyster
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void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
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void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
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void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
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void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
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private:
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private:
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::Oyster::Math::Float gravityConstant, updateFrameLength;
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::Oyster::Math::Float gravityConstant, updateFrameLength;
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EventAction_Destruction destructionAction;
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EventAction_Destruction destructionAction;
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@ -2,16 +2,38 @@
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#include "PhysicsAPI_Impl.h"
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#include "PhysicsAPI_Impl.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::Value;
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using namespace ::Utility::Value;
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SimpleRigidBody::SimpleRigidBody()
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SimpleRigidBody::SimpleRigidBody()
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: previous(), current(),
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{
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gravityNormal(0.0f),
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this->rigid = RigidBody();
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collisionAction(Default::EventAction_Collision),
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this->gravityNormal = Float3::null;
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ignoreGravity(false) {}
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this->collisionAction = Default::EventAction_Collision;
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this->ignoreGravity = false;
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}
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SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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{
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this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ),
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desc.mass,
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desc.inertiaTensor );
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this->gravityNormal = Float3::null;
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if( desc.subscription )
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{
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this->collisionAction = desc.subscription;
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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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this->ignoreGravity = desc.ignoreGravity;
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}
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SimpleRigidBody::~SimpleRigidBody() {}
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SimpleRigidBody::~SimpleRigidBody() {}
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@ -27,10 +49,10 @@ bool SimpleRigidBody::IsAffectedByGravity() const
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bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
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bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
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{
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{
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if( object.Intersects(this->current.box) )
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if( object.Intersects(this->rigid.box) )
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{ //! @todo TODO: better implementation needed
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{ //! @todo TODO: better implementation needed
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deltaWhen = timeStepLength;
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deltaWhen = timeStepLength;
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worldPointOfContact = Average( this->current.box.center, object.GetCenter() );
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worldPointOfContact = Average( this->rigid.box.center, object.GetCenter() );
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return true;
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return true;
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}
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}
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else
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else
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bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
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bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
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{
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{
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return this->current.box.Intersects( shape );
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return this->rigid.box.Intersects( shape );
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}
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}
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Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
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Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
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{
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{
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return targetMem = Sphere( this->current.box.center, this->current.box.boundingOffset.GetMagnitude() );
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return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() );
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}
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}
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Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
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Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
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{
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{
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//! @todo TODO: better implementation needed
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//! @todo TODO: better implementation needed
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return targetMem = (worldPos - this->current.box.center).GetNormalized();
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return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
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}
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}
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Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
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Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
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Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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{
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{
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return targetMem = this->current.box.center;
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return targetMem = this->rigid.box.center;
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}
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}
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Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
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Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
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{
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{
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return targetMem = this->current.box.rotation;
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return targetMem = this->rigid.box.rotation;
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}
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}
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Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
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Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
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{
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{
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return targetMem = this->current.GetOrientation();
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return targetMem = this->rigid.GetOrientation();
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}
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}
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Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
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Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
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{
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{
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return targetMem = this->current.GetView();
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return targetMem = this->rigid.GetView();
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}
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}
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UpdateState SimpleRigidBody::Update( Float timeStepLength )
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UpdateState SimpleRigidBody::Update( Float timeStepLength )
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{
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{
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this->previous = this->current; // memorizing the old state
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this->rigid.Update_LeapFrog( 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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// compare previous and new state and return result
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return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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return UpdateState_altered;
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}
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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{
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{
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this->current.SetMomentOfInertia_KeepVelocity( localI );
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this->rigid.SetMomentOfInertia_KeepVelocity( localI );
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}
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}
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
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{
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{
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this->current.SetMomentOfInertia_KeepMomentum( localI );
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this->rigid.SetMomentOfInertia_KeepMomentum( localI );
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}
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}
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void SimpleRigidBody::SetMass_KeepVelocity( Float m )
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void SimpleRigidBody::SetMass_KeepVelocity( Float m )
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{
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{
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this->current.SetMass_KeepVelocity( m );
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this->rigid.SetMass_KeepVelocity( m );
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}
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}
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void SimpleRigidBody::SetMass_KeepMomentum( Float m )
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void SimpleRigidBody::SetMass_KeepMomentum( Float m )
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{
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{
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this->current.SetMass_KeepMomentum( m );
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this->rigid.SetMass_KeepMomentum( m );
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}
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}
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void SimpleRigidBody::SetCenter( const Float3 &worldPos )
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void SimpleRigidBody::SetCenter( const Float3 &worldPos )
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{
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{
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this->current.SetCenter( worldPos );
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this->rigid.SetCenter( worldPos );
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}
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}
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void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
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void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
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{
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{
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this->current.SetRotation( rotation );
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this->rigid.SetRotation( rotation );
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}
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}
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void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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{
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{
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this->current.SetOrientation( orientation );
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this->rigid.SetOrientation( orientation );
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}
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}
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void SimpleRigidBody::SetSize( const Float3 &size )
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void SimpleRigidBody::SetSize( const Float3 &size )
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{
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{
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this->current.SetSize( size );
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this->rigid.SetSize( size );
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}
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}
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{
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{
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public:
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public:
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SimpleRigidBody();
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SimpleRigidBody();
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SimpleRigidBody( const API::SimpleBodyDescription &desc );
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virtual ~SimpleRigidBody();
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virtual ~SimpleRigidBody();
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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void SetSize( const ::Oyster::Math::Float3 &size );
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void SetSize( const ::Oyster::Math::Float3 &size );
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private:
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private:
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::Oyster::Physics3D::RigidBody previous, current;
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::Oyster::Physics3D::RigidBody rigid;
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::Oyster::Math::Float3 gravityNormal;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision collisionAction;
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EventAction_Collision collisionAction;
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bool ignoreGravity;
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bool ignoreGravity;
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#include "PhysicsAPI_Impl.h"
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#include "PhysicsAPI_Impl.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::DynamicMemory;
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class PHYSICS_DLL_USAGE API
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class PHYSICS_DLL_USAGE API
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{
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{
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public:
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public:
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struct SimpleBodyDescription;
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struct SphericalBodyDescription;
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typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
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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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/** Gets the Physics instance. */
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/********************************************************
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/********************************************************
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* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
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* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
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* @param desc: @see API::SimpleBodyDescription
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* @return A pointer along with the responsibility to delete.
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* @return A pointer along with the responsibility to delete.
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********************************************************/
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********************************************************/
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const = 0;
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/********************************************************
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* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
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* @param desc: @see API::SphericalBodyDescription
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* @return A pointer along with the responsibility to delete.
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********************************************************/
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const = 0;
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protected:
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protected:
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virtual ~API() {}
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virtual ~API() {}
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@ -375,6 +386,50 @@ namespace Oyster
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********************************************************/
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********************************************************/
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virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
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virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
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};
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};
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struct API::SimpleBodyDescription
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{
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::Oyster::Math::Float4x4 rotation;
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::Oyster::Math::Float3 centerPosition;
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::Oyster::Math::Float3 size;
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::Oyster::Math::Float mass;
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::Oyster::Math::Float4x4 inertiaTensor;
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ICustomBody::EventAction_Collision subscription;
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bool ignoreGravity;
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SimpleBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->size = ::Oyster::Math::Float3( 1.0f );
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this->mass = 12.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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};
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struct API::SphericalBodyDescription
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{
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::Oyster::Math::Float4x4 rotation;
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::Oyster::Math::Float3 centerPosition;
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::Oyster::Math::Float radius;
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::Oyster::Math::Float mass;
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::Oyster::Math::Float4x4 inertiaTensor;
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ICustomBody::EventAction_Collision subscription;
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bool ignoreGravity;
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SphericalBodyDescription()
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{
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this->rotation = ::Oyster::Math::Float4x4::identity;
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this->centerPosition = ::Oyster::Math::Float3::null;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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this->ignoreGravity = false;
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}
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};
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}
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}
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}
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}
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#endif
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#endif
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@ -9,9 +9,14 @@ using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Math3D;
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RigidBody::RigidBody( const Box &b, Float m )
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RigidBody::RigidBody( const Box &b, Float m, const Float4x4 &inertiaTensor )
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: box(b), angularMomentum(0.0f), linearMomentum(0.0f), impulseTorqueSum(0.0f), impulseForceSum(0.0f)
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{ // by Dan Andersson
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{ // by Dan Andersson
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this->box = b;
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this->angularMomentum = Float3::null;
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this->linearMomentum = Float3::null;
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this->impulseTorqueSum = Float3::null;
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this->impulseForceSum = Float3::null;
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if( m != 0.0f )
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if( m != 0.0f )
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{
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{
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this->mass = m;
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this->mass = m;
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@ -21,7 +26,14 @@ RigidBody::RigidBody( const Box &b, Float m )
|
||||||
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
|
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if( inertiaTensor.GetDeterminant() != 0.0f )
|
||||||
|
{
|
||||||
|
this->momentOfInertiaTensor = inertiaTensor;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
this->momentOfInertiaTensor = Float4x4::identity;
|
this->momentOfInertiaTensor = Float4x4::identity;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
RigidBody & RigidBody::operator = ( const RigidBody &body )
|
RigidBody & RigidBody::operator = ( const RigidBody &body )
|
||||||
|
|
|
@ -20,7 +20,9 @@ namespace Oyster { namespace Physics3D
|
||||||
impulseTorqueSum, /** The impulse torque T (Nm) that will be consumed each update. (worldValue) */
|
impulseTorqueSum, /** The impulse torque T (Nm) that will be consumed each update. (worldValue) */
|
||||||
impulseForceSum; /** The impulse force F (N) that will be consumed each update. (worldValue) */
|
impulseForceSum; /** The impulse force F (N) that will be consumed each update. (worldValue) */
|
||||||
|
|
||||||
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(), ::Oyster::Math::Float mass = 1.0f );
|
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(),
|
||||||
|
::Oyster::Math::Float mass = 12.0f,
|
||||||
|
const ::Oyster::Math::Float4x4 &inertiaTensor = ::Oyster::Math::Float4x4::identity );
|
||||||
|
|
||||||
RigidBody & operator = ( const RigidBody &body );
|
RigidBody & operator = ( const RigidBody &body );
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue