Gravity implemented
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@ -3,6 +3,7 @@
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#include "SimpleRigidBody.h"
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#include "SphericalRigidBody.h"
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using namespace ::Oyster;
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Math;
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using namespace ::Oyster::Collision3D;
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@ -113,6 +114,7 @@ API_Impl::API_Impl()
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this->gravityConstant = Constant::gravity_constant;
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this->updateFrameLength = 1.0f / 120.0f;
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this->destructionAction = Default::EventAction_Destruction;
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this->gravity = ::std::vector<Gravity>();
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this->worldScene = Octree();
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}
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@ -121,6 +123,8 @@ API_Impl::~API_Impl() {}
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void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
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{
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unsigned char numLayers = 4; //!< @todo TODO: calc numLayers from worldSize
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this->gravity.resize( 0 );
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this->gravity.reserve( numGravityWells );
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this->worldScene = Octree( numObjects, numLayers, worldSize );
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}
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@ -153,14 +157,39 @@ float API_Impl::GetFrameTimeLength() const
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void API_Impl::Update()
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{ /** @todo TODO: Update is a temporary solution .*/
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::std::vector<ICustomBody*> updateList;
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ICustomBody::State state;
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auto proto = this->worldScene.Sample( Universe(), updateList ).begin();
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for( ; proto != updateList.end(); ++proto )
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{
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// Step 1: @todo TODO: Apply Gravity
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// Step 1: Apply Gravity
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(*proto)->GetState( state );
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for( ::std::vector<Gravity>::size_type i = 0; i < this->gravity.size(); ++i )
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{
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switch( this->gravity[i].gravityType )
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{
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case Gravity::GravityType_Well:
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{
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Float4 d = state.GetCenterPosition() - Float4( this->gravity[i].well.position, 1.0f );
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Float rSquared = d.Dot( d );
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if( rSquared != 0.0 )
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{
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Float force = Physics3D::Formula::ForceField( this->gravityConstant, state.GetMass(), this->gravity[i].well.mass, rSquared );
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state.ApplyLinearImpulse( (this->updateFrameLength * force / ::std::sqrt(rSquared)) * d );
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}
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break;
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}
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case Gravity::GravityType_Directed:
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state.ApplyLinearImpulse( Float4(this->gravity[i].directed.impulse, 0.0f) );
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break;
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// case Gravity::GravityType_DirectedField:
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// //this->gravity[i].directedField.
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// //! TODO: @todo rethink
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// break;
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default: break;
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}
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}
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(*proto)->SetState( state );
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// Step 2: Apply Collision Response
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this->worldScene.Visit( *proto, OnPossibleCollision );
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@ -213,6 +242,24 @@ void API_Impl::DestroyObject( const ICustomBody* objRef )
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}
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}
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void API_Impl::AddGravity( const API::Gravity &g )
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{
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this->gravity.push_back( g );
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}
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void API_Impl::RemoveGravity( const API::Gravity &g )
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{
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for( ::std::vector<Gravity>::size_type i = this->gravity.size() - 1; i >= 0; --i )
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{
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if( g == this->gravity[i] )
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{
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int end = this->gravity.size() - 1;
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this->gravity[i] = this->gravity[end];
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this->gravity.resize( end );
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}
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}
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}
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//void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
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//{
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// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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@ -32,6 +32,9 @@ namespace Oyster
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::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
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void DestroyObject( const ICustomBody* objRef );
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void AddGravity( const Gravity &g );
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void RemoveGravity( const Gravity &g );
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//void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
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//void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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@ -49,6 +52,7 @@ namespace Oyster
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private:
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::Oyster::Math::Float gravityConstant, updateFrameLength;
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EventAction_Destruction destructionAction;
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::std::vector<Gravity> gravity;
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Octree worldScene;
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};
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@ -22,6 +22,7 @@ namespace Oyster
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struct SimpleBodyDescription;
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struct SphericalBodyDescription;
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struct CustomBodyState;
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struct Gravity;
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}
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enum UpdateState
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@ -40,6 +41,7 @@ namespace Oyster
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public:
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typedef Struct::SimpleBodyDescription SimpleBodyDescription;
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typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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typedef Struct::Gravity Gravity;
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typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
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@ -124,6 +126,16 @@ namespace Oyster
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********************************************************/
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virtual void DestroyObject( const ICustomBody* objRef ) = 0;
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/********************************************************
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* TODO: @todo doc
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********************************************************/
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virtual void AddGravity( const Gravity &g ) = 0;
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/********************************************************
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* TODO: @todo doc
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********************************************************/
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virtual void RemoveGravity( const Gravity &g ) = 0;
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///********************************************************
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// * Apply force on an object.
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// * @param objRef: A pointer to the ICustomBody representing a physical object.
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@ -273,6 +273,22 @@ namespace Oyster { namespace Physics3D
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return momentOfInertia * angularImpulseAcceleration;
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}
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/******************************************************************
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* @todo TODO: doc
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******************************************************************/
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inline ::Oyster::Math::Float ForceField( ::Oyster::Math::Float g, ::Oyster::Math::Float massA, ::Oyster::Math::Float massB, ::Oyster::Math::Float radiusSquared )
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{
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return g * massA * massB / radiusSquared;
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}
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/******************************************************************
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* @todo TODO: doc
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******************************************************************/
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inline ::Oyster::Math::Float ForceField( ::Oyster::Math::Float g, ::Oyster::Math::Float massA, ::Oyster::Math::Float massB, const ::Oyster::Math::Float4 &deltaPos )
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{
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return g * massA * massB / deltaPos.Dot( deltaPos );
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}
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namespace MomentOfInertia
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{ /// Library of Formulas to calculate moment of inerta for simple shapes
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/** @todo TODO: add MomentOfInertia tensor formulas */
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