Merge branch 'GameLogicBranch' of https://github.com/dean11/Danbias into GameLogicBranch

This commit is contained in:
Linda Andersson 2013-11-25 11:04:59 +01:00
commit 97b599c99f
13 changed files with 287 additions and 116 deletions

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@ -24,7 +24,7 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
@ -66,22 +66,22 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
</PropertyGroup>

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@ -28,11 +28,6 @@ bool NullBody::Intersects( const ICollideable &shape ) const
return false;
}
unsigned int NullBody::GetReference() const
{
return not_a_reference;
}
Sphere & NullBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( Float3::null, 0.0f );
@ -80,4 +75,4 @@ void NullBody::SetCenter( const Float3 &worldPos ) {}
void NullBody::SetRotation( const Float4x4 &rotation ) {}
void NullBody::SetOrientation( const Float4x4 &orientation ) {}
void NullBody::SetOrientation( const Float4x4 &orientation ) {}

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@ -1,5 +1,6 @@
#include "PhysicsAPI_Impl.h"
#include "SimpleRigidBody.h"
#include "OysterPhysics3D.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Math;
@ -8,6 +9,31 @@ using namespace ::Utility::DynamicMemory;
API_Impl instance;
::Oyster::Math::Float4x4 & MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
{
return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius);
}
::Oyster::Math::Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius)
{
return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius);
}
::Oyster::Math::Float4x4 & MomentOfInertia::CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth )
{
return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
}
::Oyster::Math::Float4x4 & MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius )
{
return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius);
}
::Oyster::Math::Float4x4 & MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length )
{
return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length);
}
API & Instance()
{
return instance;
@ -45,80 +71,78 @@ void API_Impl::Update()
/** @todo TODO: Fix this function.*/
}
bool API_Impl::IsInLimbo( unsigned int objRef )
bool API_Impl::IsInLimbo( const ICustomBody* objRef )
{
//! @todo TODO: implement stub
return true;
}
void API_Impl::MoveToLimbo( unsigned int objRef )
void API_Impl::MoveToLimbo( const ICustomBody* objRef )
{
/** @todo TODO: Fix this function.*/
}
void API_Impl::ReleaseFromLimbo( unsigned int objRef )
void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
{
/** @todo TODO: Fix this function.*/
}
unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
{
/** @todo TODO: Fix this function.*/
return 0;
}
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef )
::Utility::DynamicMemory::UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
{
//! @todo TODO: implement stub
return NULL;
}
void API_Impl::DestroyObject( unsigned int objRef )
void API_Impl::DestroyObject( const ICustomBody* objRef )
{
/** @todo TODO: Fix this function.*/
}
void API_Impl::ApplyForceAt( unsigned int objRef, const Float3 &worldPos, const Float3 &worldF )
void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
{
//! @todo TODO: implement stub
}
void API_Impl::ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
void API_Impl::ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
{
//! @todo TODO: implement stub
}
void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const Float4x4 &localI )
void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
{
//! @todo TODO: implement stub
}
void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const Float4x4 &localI )
void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
{
//! @todo TODO: implement stub
}
void API_Impl::SetMass_KeepVelocity( unsigned int objRef, Float m )
void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
{
//! @todo TODO: implement stub
}
void API_Impl::SetMass_KeepMomentum( unsigned int objRef, Float m )
void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
{
//! @todo TODO: implement stub
}
void API_Impl::SetCenter( unsigned int objRef, const Float3 &worldPos )
void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
{
//! @todo TODO: implement stub
}
void API_Impl::SetRotation( unsigned int objRef, const Float4x4 &rotation )
void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
{
//! @todo TODO: implement stub
}
void API_Impl::SetOrientation( unsigned int objRef, const Float4x4 &orientation )
void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
{
//! @todo TODO: implement stub
}

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@ -20,26 +20,24 @@ namespace Oyster
void Update();
bool IsInLimbo( unsigned int objRef );
void MoveToLimbo( unsigned int objRef );
void ReleaseFromLimbo( unsigned int objRef );
bool IsInLimbo( const ICustomBody* objRef );
void MoveToLimbo( const ICustomBody* objRef );
void ReleaseFromLimbo( const ICustomBody* objRef );
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef );
void DestroyObject( unsigned int objRef );
void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
void DestroyObject( const ICustomBody* objRef );
const ICustomBody & Peek( unsigned int objRef ) const;
void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m );
void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m );
void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos );
void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation );
void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
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 );
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
};

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@ -38,12 +38,6 @@ bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
return false;
}
unsigned int SimpleRigidBody::GetReference() const
{
//! @todo TODO: implement stub
return Error::not_a_reference;
}
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{
//! @todo TODO: implement stub

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@ -17,7 +17,6 @@ namespace Oyster { namespace Physics
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
unsigned int GetReference() 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 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;

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@ -3,7 +3,6 @@
#include "OysterCollision3D.h"
#include "OysterMath.h"
#include "Utilities.h"
namespace Oyster
{
@ -20,45 +19,181 @@ namespace Oyster
namespace Constant
{
const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
}
class MomentOfInertia
{
public:
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
};
class API
{
public:
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
/** Gets the Physics instance. */
static API & Instance();
virtual void SetDeltaTime( float deltaTime ) = 0;
/********************************************************
* Sets the time length of each physics update frame.
********************************************************/
virtual void SetDeltaTime( float seconds ) = 0;
/********************************************************
* Sets the Gravityconstant in the physics that will be
* used in ForceField calculations.
* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
********************************************************/
virtual void SetGravityConstant( float g ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a subscribed collision occurs.
********************************************************/
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever an object is being destroyed for some reason.
* - Because DestroyObject(...) were called.
* - Out of memory forced engine to destroy an object.
********************************************************/
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Triggers the engine to run next update frame.
* All accumulated forces and changes will be consumed.
* EventAction functions might be called.
********************************************************/
virtual void Update() = 0;
virtual bool IsInLimbo( unsigned int objRef ) = 0;
virtual void MoveToLimbo( unsigned int objRef ) = 0;
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @return true if object is in limbo state.
********************************************************/
virtual bool IsInLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will put an object in Limbo state.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void MoveToLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will clear the accumulated force/torque and remove the Limbo state.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0;
virtual void DestroyObject( unsigned int objRef ) = 0;
/********************************************************
* Introduces a new object into the engine.
* @param handle: A pointer along with the responsibility to delete.
********************************************************/
virtual void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
virtual const ICustomBody & Peek( unsigned int objRef ) const = 0;
/********************************************************
* Fetches and removes an object from the engine.
* Will not call the provided EventAction_Destruction method.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef ) = 0;
virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
/********************************************************
* Removes an object from the engine.
* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void DestroyObject( const ICustomBody* objRef ) = 0;
virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
/********************************************************
* Apply force on an object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
* @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.
* @param objRefB: A pointer to the ICustomBody representing a physical object.
* @param deltaWhen: The elapsed simulation time since last update frame. [s]
* @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m]
********************************************************/
virtual void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
/********************************************************
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
/********************************************************
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
/********************************************************
* Sets the mass of an object without changing it's linear velocity.
* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param m: [kg]
********************************************************/
virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
/********************************************************
* Sets the mass of an object without changing it's linear velocity.
* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param m: [kg]
********************************************************/
virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0;
/********************************************************
* Instantly moves an object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
********************************************************/
virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
/********************************************************
* Instantly redirects object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param rotation: New rotation.
********************************************************/
virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
/********************************************************
* Instantly moves and redirects object.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @param orientation: New orientation.
********************************************************/
virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 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.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
protected:
@ -76,7 +211,6 @@ namespace Oyster
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
virtual unsigned int GetReference() const = 0;
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
@ -96,8 +230,7 @@ namespace Oyster
};
namespace Error
{
const unsigned int not_a_reference = ::Utility::Value::numeric_limits<unsigned int>::max();
{ //! The content in here is used as API return errorvalues.
class NullBody : public ICustomBody
{

View File

@ -1,7 +1,7 @@
/////////////////////////////////////////////////////////////////////
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
// Utility Collection of Miscellanious Handy Functions
// © Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
#ifndef UTILITIES_H
#define UTILITIES_H
@ -16,50 +16,50 @@ namespace Utility
{
namespace DynamicMemory
{
/// If dynamicInstance is not NULL, then delete
//! If dynamicInstance is not NULL, then delete
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
/// If dynamicArray is not NULL, then delete []
//! If dynamicArray is not NULL, then delete []
template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
template<typename Type>
struct UniquePointer
{ /// Wrapper to safely transfer dynamic ownership/responsibility
//! Wrapper to safely transfer dynamic ownership/responsibility
template<typename Type> struct UniquePointer
{
public:
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer( Type *assignedInstance = NULL );
/// Will auto delete assigned dynamic instance.
//! Will auto delete assigned dynamic instance.
~UniquePointer();
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( Type *assignedInstance );
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
//! If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
/// Access the assigned dynamic instance. Will crash if nothing there
//! Access the assigned dynamic instance. Will crash if nothing there
operator Type* ();
/// Access the assigned dynamic instance. Will crash if nothing there
//! Access the assigned dynamic instance. Will crash if nothing there
operator const Type* () const;
/// Access members of the assigned dynamic instance. Will crash if nothing there
//! Access members of the assigned dynamic instance. Will crash if nothing there
Type * operator -> ();
/// Access members of the assigned dynamic instance. Will crash if nothing there
//! Access members of the assigned dynamic instance. Will crash if nothing there
const Type * operator -> () const;
/// If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
//! If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
operator bool () const;
/// This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
//! This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
Type* Release();
/// (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
//! (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
bool HaveOwnership() const;
private:
@ -68,38 +68,38 @@ namespace Utility
template<typename Type>
struct UniqueArray
{ /// Wrapper to safely transfer dynamic ownership/responsibility
{ //! Wrapper to safely transfer dynamic ownership/responsibility
public:
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray( Type assignedArray[] = NULL );
/// Will auto delete assigned dynamic array.
//! Will auto delete assigned dynamic array.
~UniqueArray();
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( Type assignedArray[] );
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
//! If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
/// Will crash if out-of-bound or there is no assigned array.
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
//! Will crash if out-of-bound or there is no assigned array.
template<typename Index> Type & operator [] ( Index i );
/// Accesses the instance at index i of this UniqeArray's owned dynamic array.
/// Will crash if out-of-bound or there is no assigned array.
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
//! Will crash if out-of-bound or there is no assigned array.
template<typename Index> const Type & operator [] ( Index i ) const;
/// If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
//! If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
operator bool () const;
/// This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
//! This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
Type* Release();
/// (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
//! (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
bool HaveOwnership() const;
private:
@ -193,7 +193,7 @@ namespace Utility
inline ValueType Degree( const ValueType &radian )
{ return radian * (180.0f / 3.1415926535897932384626433832795f); }
// SPECIALIZATIONS //////////////////////////////////////////
// SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
template<> inline char Average<char>( const char &valueA, const char &valueB )
{ return (valueA + valueB) >> 1; }

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@ -392,7 +392,7 @@ namespace LinearAlgebra3D
::LinearAlgebra::Vector3<ScalarType> right = normalizedDirection.Cross( normalizedUpVector ).GetNormalized();
return ::LinearAlgebra::Matrix4x4<ScalarType>( ::LinearAlgebra::Vector4<ScalarType>( right, 0.0f ),
::LinearAlgebra::Vector4<ScalarType>( right.Cross( normalizedDirection ), 0.0f ),
::LinearAlgebra::Vector4<ScalarType>( -normalizedDirection, 0.0f ),
::LinearAlgebra::Vector4<ScalarType>( normalizedDirection, 0.0f ),
::LinearAlgebra::Vector4<ScalarType>( worldPos, 1.0f ) );
}
@ -444,8 +444,8 @@ namespace LinearAlgebra3D
ScalarType c = 1 / (nearClip - farClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2/width, 0, 0, 0,
0, 2/height, 0, 0,
0, 0, -c, 0, 0,
0, nearClip*c, 1 );
0, 0, -c, nearClip*c,
0, 0, 0, 1 );
}
/*******************************************************************
@ -460,15 +460,27 @@ namespace LinearAlgebra3D
*******************************************************************/
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /** @todo TODO: not tested */
{
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
dDepth = farClip / (farClip - nearClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( fov / aspect, 0, 0, 0,
0, fov, 0, 0,
0, 0, dDepth, -(dDepth * nearClip),
0, 0, 1, 0 );
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
{ /** @todo TODO: not tested */
ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ),
dDepth = farClip / (farClip - nearClip);
return targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0,
0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0,
0, 0, dDepth, -(dDepth * nearClip),
0, 0, 1, 0 );
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> VectorProjection( const ::LinearAlgebra::Vector3<ScalarType> &vector, const ::LinearAlgebra::Vector3<ScalarType> &axis )
{ return axis * ( vector.Dot(axis) / axis.Dot(axis) ); }

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@ -141,6 +141,16 @@ namespace Oyster { namespace Math3D
return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos );
}
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos ), targetMem );
}
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::InverseOrientationMatrix( ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos ), targetMem );
}
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
{
return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );

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@ -213,6 +213,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
//! @todo TODO: Add documentation and not tested
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
//! @todo TODO: Add documentation and not tested
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
//! @todo TODO: Add documentation and not tested
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );