diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index 8c1b9f8b..07661556 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -30,7 +30,7 @@ - Header Files\Implementation + Source Files \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 5711b277..d9ae0a59 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -1,6 +1,7 @@ #ifndef PHYSICS_API_H #define PHYSICS_API_H +#include "OysterCollision3D.h" #include "OysterMath.h" #include "Utilities.h" @@ -12,6 +13,12 @@ namespace Oyster class IRigidBody; class IParticle; + enum UpdateState + { + resting, + altered + }; + namespace Constant { const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields. @@ -32,17 +39,28 @@ namespace Oyster virtual void Update() = 0; - virtual void MoveToLimbo( unsigned int objRef ); - virtual void ReleaseFromLimbo( unsigned int objRef ); + virtual bool IsInLimbo( unsigned int objRef ) = 0; + virtual void MoveToLimbo( unsigned int objRef ) = 0; + virtual void ReleaseFromLimbo( unsigned int objRef ) = 0; - virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer handle ); - virtual void DestroyObject( unsigned int objRef ); + virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer handle ) = 0; + virtual ::Utility::DynamicMemory::UniquePointer ExtractObject( unsigned int objRef ) = 0; + virtual void DestroyObject( unsigned int objRef ) = 0; }; class IRigidBody { public: + virtual ~IRigidBody() {}; + virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0; + + virtual bool IsSubscribingCollisions() const = 0; + virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 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; }; class IParticle diff --git a/Code/OysterMath/LinearMath.h b/Code/OysterMath/LinearMath.h index 4c954cd6..ba427bb6 100644 --- a/Code/OysterMath/LinearMath.h +++ b/Code/OysterMath/LinearMath.h @@ -386,6 +386,23 @@ namespace LinearAlgebra3D return targetMem; } + template + inline ::LinearAlgebra::Matrix4x4 OrientationMatrix_LookAtDirection( const ::LinearAlgebra::Vector3 &normalizedDirection, const ::LinearAlgebra::Vector3 &normalizedUpVector, const ::LinearAlgebra::Vector3 &worldPos ) + { // Righthanded system! Forward is considered to be along negative z axis. Up is considered along positive y axis. + ::LinearAlgebra::Vector3 right = normalizedDirection.Cross( normalizedUpVector ).GetNormalized(); + return ::LinearAlgebra::Matrix4x4( ::LinearAlgebra::Vector4( right, 0.0f ), + ::LinearAlgebra::Vector4( right.Cross( normalizedDirection ), 0.0f ), + ::LinearAlgebra::Vector4( -normalizedDirection, 0.0f ), + ::LinearAlgebra::Vector4( worldPos, 1.0f ) ); + } + + template + inline ::LinearAlgebra::Matrix4x4 OrientationMatrix_LookAtPos( const ::LinearAlgebra::Vector3 &worldLookAt, const ::LinearAlgebra::Vector3 &normalizedUpVector, const ::LinearAlgebra::Vector3 &worldPos ) + { // Righthanded system! Forward is considered to be along negative z axis. Up is considered along positive y axis. + ::LinearAlgebra::Vector3 direction = ( worldLookAt - worldPos ).GetNormalized(); + return OrientationMatrix_LookAtDirection( direction, normalizedUpVector, worldPos ); + } + template inline ::LinearAlgebra::Matrix4x4 & InverseOrientationMatrix( const ::LinearAlgebra::Matrix4x4 &orientationMatrix, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { @@ -458,7 +475,7 @@ namespace LinearAlgebra3D template inline ::LinearAlgebra::Vector3 NormalProjection( const ::LinearAlgebra::Vector3 &vector, const ::LinearAlgebra::Vector3 &normalizedAxis ) - { return axis * ( vector.Dot(axis) ); } + { return normalizedAxis * ( vector.Dot(normalizedAxis) ); } } #include "Utilities.h" diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp index ab318e92..35df5975 100644 --- a/Code/OysterMath/OysterMath.cpp +++ b/Code/OysterMath/OysterMath.cpp @@ -131,6 +131,16 @@ namespace Oyster { namespace Math3D return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, centerOfMass, targetMem ); } + Float4x4 & OrientationMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem ) + { + return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtDirection( normalizedDirection, normalizedUpVector, worldPos ); + } + + Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem ) + { + return targetMem = ::LinearAlgebra3D::OrientationMatrix_LookAtPos( worldLookAt, normalizedUpVector, worldPos ); + } + Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem ) { return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem ); diff --git a/Code/OysterMath/OysterMath.h b/Code/OysterMath/OysterMath.h index 4a1eeefe..125fd29d 100644 --- a/Code/OysterMath/OysterMath.h +++ b/Code/OysterMath/OysterMath.h @@ -207,6 +207,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized *******************************************************************/ Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 ¢erOfMass, Float4x4 &targetMem = Float4x4() ); + //! @todo TODO: Add documentation and not tested + Float4x4 & OrientationMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() ); + + //! @todo TODO: Add documentation and not tested + Float4x4 & OrientationMatrix_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() ); diff --git a/Code/OysterPhysics3D/RigidBody.cpp b/Code/OysterPhysics3D/RigidBody.cpp index fb663cf4..c4bd27ff 100644 --- a/Code/OysterPhysics3D/RigidBody.cpp +++ b/Code/OysterPhysics3D/RigidBody.cpp @@ -70,7 +70,11 @@ void RigidBody::Update_LeapFrog( Float deltaTime ) this->box.center += deltaPos; } +<<<<<<< HEAD // update movements and clear impulseForceSum and impulseTorqueSum +======= + // update momentums and clear impulseForceSum and impulseTorqueSum +>>>>>>> origin/RigidBody this->linearMomentum += linearImpulse; this->impulseForceSum = Float3::null; this->angularMomentum += angularImpulse;