Added new onCollisionResponse handle
This commit is contained in:
parent
0cae6261e9
commit
53961f0e88
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@ -94,9 +94,14 @@ namespace
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// proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() );
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// proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() );
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// }
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// }
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// protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis );
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// protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis );
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protoState.ApplyImpulse( bounce, worldPointOfContact, normal );
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protoState.ApplyImpulse( bounce, worldPointOfContact, normal );
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proto->SetState( protoState );
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proto->SetState( protoState );
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proto->CallSubscription_CollisionResponse( deuter, protoState.GetLinearMomentum().GetMagnitude()/(protoState.GetMass() + protoState.GetLinearMomentum().GetMagnitude()));
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}
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}
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break;
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break;
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}
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}
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@ -381,6 +386,11 @@ namespace Oyster { namespace Physics
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return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
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return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
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}
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}
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void EventAction_CollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss )
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{ /* Do nothing except returning business as usual. */
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}
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void EventAction_Move( const ::Oyster::Physics::ICustomBody *object )
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void EventAction_Move( const ::Oyster::Physics::ICustomBody *object )
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{ /* Do nothing. */ }
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{ /* Do nothing. */ }
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}
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}
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@ -62,6 +62,7 @@ namespace Oyster
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{
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{
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void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
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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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::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
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void EventAction_CollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
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void EventAction_Move( const ::Oyster::Physics::ICustomBody *object );
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void EventAction_Move( const ::Oyster::Physics::ICustomBody *object );
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}
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}
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}
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}
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@ -47,6 +47,7 @@ SimpleRigidBody::SimpleRigidBody()
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this->rigid.SetMass_KeepMomentum( 16.0f );
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this->rigid.SetMass_KeepMomentum( 16.0f );
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this->gravityNormal = Float3::null;
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this->gravityNormal = Float3::null;
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this->onCollision = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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this->onMovement = Default::EventAction_Move;
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this->onMovement = Default::EventAction_Move;
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this->scene = nullptr;
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this->scene = nullptr;
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this->customTag = nullptr;
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this->customTag = nullptr;
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@ -74,6 +75,15 @@ SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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this->onCollision = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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}
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}
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if( desc.subscription_onCollisionResponse )
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{
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this->onCollisionResponse = desc.subscription_onCollisionResponse;
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}
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else
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{
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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}
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if( desc.subscription_onMovement )
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if( desc.subscription_onMovement )
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{
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{
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this->onMovement= desc.subscription_onMovement;
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this->onMovement= desc.subscription_onMovement;
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@ -158,6 +168,11 @@ ICustomBody::SubscriptMessage SimpleRigidBody::CallSubscription_Collision( const
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return this->onCollision( this, deuter );
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return this->onCollision( this, deuter );
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}
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}
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void SimpleRigidBody::CallSubscription_CollisionResponse( const ICustomBody *deuter, Float kineticEnergyLoss )
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{
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return this->onCollisionResponse( this, deuter, kineticEnergyLoss );
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}
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void SimpleRigidBody::CallSubscription_Move()
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void SimpleRigidBody::CallSubscription_Move()
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{
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{
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this->onMovement( this );
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this->onMovement( this );
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@ -315,6 +330,18 @@ void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functi
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}
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}
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}
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_CollisionResponse functionPointer )
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{
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if( functionPointer )
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{
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this->onCollisionResponse = functionPointer;
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}
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else
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{
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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}
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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{
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{
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if( functionPointer )
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if( functionPointer )
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@ -22,6 +22,7 @@ namespace Oyster { namespace Physics
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//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
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SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
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void CallSubscription_CollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
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void CallSubscription_Move();
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void CallSubscription_Move();
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bool IsAffectedByGravity() const;
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bool IsAffectedByGravity() const;
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@ -44,6 +45,7 @@ namespace Oyster { namespace Physics
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void SetScene( void *scene );
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void SetScene( void *scene );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetSubscription( EventAction_CollisionResponse functionPointer );
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void SetSubscription( EventAction_Move functionPointer );
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void SetSubscription( EventAction_Move functionPointer );
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void SetGravity( bool ignore);
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void SetGravity( bool ignore);
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@ -64,6 +66,7 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float3 gravityNormal;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision onCollision;
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EventAction_Collision onCollision;
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EventAction_CollisionResponse onCollisionResponse;
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EventAction_Move onMovement;
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EventAction_Move onMovement;
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Octree *scene;
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Octree *scene;
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void *customTag;
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void *customTag;
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@ -14,6 +14,7 @@ SphericalRigidBody::SphericalRigidBody()
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this->rigid.SetMass_KeepMomentum( 10.0f );
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this->rigid.SetMass_KeepMomentum( 10.0f );
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this->gravityNormal = Float3::null;
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this->gravityNormal = Float3::null;
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this->onCollision = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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this->onMovement = Default::EventAction_Move;
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this->onMovement = Default::EventAction_Move;
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this->scene = nullptr;
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this->scene = nullptr;
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this->customTag = nullptr;
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this->customTag = nullptr;
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@ -42,6 +43,15 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
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this->onCollision = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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}
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}
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if( desc.subscription_onCollisionResponse )
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{
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this->onCollisionResponse = desc.subscription_onCollisionResponse;
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}
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else
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{
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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}
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if( desc.subscription_onMovement )
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if( desc.subscription_onMovement )
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{
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{
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this->onMovement= desc.subscription_onMovement;
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this->onMovement= desc.subscription_onMovement;
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@ -123,6 +133,12 @@ ICustomBody::SubscriptMessage SphericalRigidBody::CallSubscription_Collision( co
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return this->onCollision( this, deuter );
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return this->onCollision( this, deuter );
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}
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}
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void SphericalRigidBody::CallSubscription_CollisionResponse( const ICustomBody *deuter, Float kineticEnergyLoss )
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{
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this->onCollisionResponse( this, deuter, kineticEnergyLoss);
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}
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void SphericalRigidBody::CallSubscription_Move()
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void SphericalRigidBody::CallSubscription_Move()
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{
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{
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this->onMovement( this );
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this->onMovement( this );
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@ -234,6 +250,18 @@ void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision fun
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}
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}
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}
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}
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void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_CollisionResponse functionPointer )
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{
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if( functionPointer )
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{
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this->onCollisionResponse = functionPointer;
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}
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else
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{
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this->onCollisionResponse = Default::EventAction_CollisionResponse;
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}
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}
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void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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{
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{
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if( functionPointer )
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if( functionPointer )
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@ -23,6 +23,7 @@ namespace Oyster { namespace Physics
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//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
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SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
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void CallSubscription_CollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
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void CallSubscription_Move();
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void CallSubscription_Move();
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bool IsAffectedByGravity() const;
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bool IsAffectedByGravity() const;
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@ -45,6 +46,7 @@ namespace Oyster { namespace Physics
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void SetScene( void *scene );
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void SetScene( void *scene );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetSubscription( EventAction_CollisionResponse functionPointer );
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void SetSubscription( EventAction_Move functionPointer );
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void SetSubscription( EventAction_Move functionPointer );
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void SetGravity( bool ignore);
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void SetGravity( bool ignore);
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@ -65,6 +67,7 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float3 gravityNormal;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision onCollision;
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EventAction_Collision onCollision;
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EventAction_CollisionResponse onCollisionResponse;
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EventAction_Move onMovement;
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EventAction_Move onMovement;
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Octree *scene;
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Octree *scene;
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void *customTag;
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void *customTag;
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@ -238,6 +238,7 @@ namespace Oyster
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enum SubscriptMessage
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enum SubscriptMessage
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{
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{
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SubscriptMessage_none,
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SubscriptMessage_none,
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SubscriptMessage_kineticLoss,
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SubscriptMessage_ignore_collision_response
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SubscriptMessage_ignore_collision_response
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};
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};
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@ -261,6 +262,11 @@ namespace Oyster
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********************************************************/
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********************************************************/
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virtual SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter ) = 0;
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virtual SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter ) = 0;
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/********************************************************
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* @todo TODO: need doc
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********************************************************/
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virtual void CallSubscription_CollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss ) = 0;
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/********************************************************
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/********************************************************
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* @todo TODO: need doc
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* @todo TODO: need doc
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********************************************************/
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********************************************************/
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@ -391,6 +397,13 @@ namespace Oyster
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********************************************************/
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********************************************************/
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virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
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virtual void SetSubscription( 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 a collision has finished.
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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_CollisionResponse functionPointer ) = 0;
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/********************************************************
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/********************************************************
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* Sets the function that will be called by the engine
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* Sets the function that will be called by the engine
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* whenever an object have moved.
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* whenever an object have moved.
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@ -19,6 +19,7 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float frictionCoeff_Dynamic;
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::Oyster::Math::Float frictionCoeff_Dynamic;
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::Oyster::Math::Float4x4 inertiaTensor;
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::Oyster::Math::Float4x4 inertiaTensor;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
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::Oyster::Physics::ICustomBody::EventAction_CollisionResponse subscription_onCollisionResponse;
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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bool ignoreGravity;
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bool ignoreGravity;
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@ -35,6 +36,7 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float frictionCoeff_Static;
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::Oyster::Math::Float frictionCoeff_Static;
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::Oyster::Math::Float frictionCoeff_Dynamic;
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::Oyster::Math::Float frictionCoeff_Dynamic;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
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::Oyster::Physics::ICustomBody::EventAction_CollisionResponse subscription_onCollisionResponse;
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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bool ignoreGravity;
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bool ignoreGravity;
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