Improved Collision Event Subscription

From now on, will each ICustomBody instance have it's own
collisionAction function.
This commit is contained in:
Dander7BD 2013-11-28 10:26:29 +01:00 committed by Erik Persson
parent 39c54f4816
commit b06a03a543
7 changed files with 86 additions and 70 deletions

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@ -10,14 +10,6 @@ using namespace ::Utility::DynamicMemory;
API_Impl API_instance;
// default API::EventAction_Collision
void defaultCollisionAction( const ICustomBody *proto, const ICustomBody *deuter )
{ /* do nothing */ }
// default API::EventAction_Destruction
void defaultDestructionAction( UniquePointer<ICustomBody> proto )
{ /* do nothing besides proto auto deleting itself. */ }
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
{
return Formula::MomentOfInertia::Sphere(mass, radius);
@ -51,8 +43,7 @@ API & API::Instance()
API_Impl::API_Impl()
: gravityConstant( Constant::gravity_constant ),
updateFrameLength( 1.0f / 120.0f ),
collisionAction( defaultCollisionAction ),
destructionAction( defaultDestructionAction )
destructionAction( Default::EventAction_Destruction )
{}
API_Impl::~API_Impl() {}
@ -66,17 +57,22 @@ void API_Impl::SetDeltaTime( float deltaTime )
{
updateFrameLength = deltaTime;
}
void API_Impl::SetGravityConstant( float g )
{
this->gravityConstant = g;
}
void API_Impl::SetAction( API::EventAction_Collision functionPointer )
void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
{
this->collisionAction = functionPointer;
}
void API_Impl::SetAction( API::EventAction_Destruction functionPointer )
{
this->destructionAction = functionPointer;
if( functionPointer )
{
this->destructionAction = functionPointer;
}
else
{
this->destructionAction = Default::EventAction_Destruction;
}
}
void API_Impl::Update()
@ -168,4 +164,17 @@ void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
{
return new SimpleRigidBody();
}
}
namespace Oyster { namespace Physics { namespace Default
{
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
{ /* Do nothing except returning business as usual. */
return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
}
} } }

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@ -17,8 +17,7 @@ namespace Oyster
void SetDeltaTime( float deltaTime );
void SetGravityConstant( float g );
void SetAction( EventAction_Collision functionPointer );
void SetAction( EventAction_Destruction functionPointer );
void SetSubscription( EventAction_Destruction functionPointer );
void Update();
@ -45,11 +44,15 @@ namespace Oyster
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
private:
::Oyster::Math::Float gravityConstant, updateFrameLength;
EventAction_Collision collisionAction;
EventAction_Destruction destructionAction;
};
}
namespace Default
{
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
}
}
}
#endif

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@ -10,7 +10,7 @@ using namespace ::Utility::Value;
SimpleRigidBody::SimpleRigidBody()
: previous(), current(),
gravityNormal(0.0f),
subscribeCollision(true),
collisionAction(Default::EventAction_Collision),
ignoreGravity(false) {}
SimpleRigidBody::~SimpleRigidBody() {}
@ -20,11 +20,6 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
return new SimpleRigidBody( *this );
}
bool SimpleRigidBody::IsSubscribingCollisions() const
{ // Assumption
return this->subscribeCollision;
}
bool SimpleRigidBody::IsAffectedByGravity() const
{
return !this->ignoreGravity;
@ -92,7 +87,19 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength )
this->current.Update_LeapFrog( timeStepLength );
// compare previous and new state and return result
return this->current == this->previous ? resting : altered;
return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
}
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
{
if( functionPointer )
{
this->collisionAction = functionPointer;
}
else
{
this->collisionAction = Default::EventAction_Collision;
}
}
void SimpleRigidBody::SetGravity( bool ignore)
@ -106,11 +113,6 @@ void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
this->gravityNormal = normalizedVector;
}
void SimpleRigidBody::SetSubscription( bool subscribeCollision )
{
this->subscribeCollision = subscribeCollision;
}
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepVelocity( localI );

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@ -14,7 +14,6 @@ namespace Oyster { namespace Physics
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
bool IsSubscribingCollisions() const;
bool IsAffectedByGravity() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
@ -29,9 +28,9 @@ namespace Oyster { namespace Physics
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetSubscription( EventAction_Collision functionPointer );
void SetGravity( bool ignore);
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
void SetSubscription( bool subscribeCollision );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
@ -44,7 +43,8 @@ namespace Oyster { namespace Physics
private:
::Oyster::Physics3D::RigidBody previous, current;
::Oyster::Math::Float3 gravityNormal;
bool subscribeCollision, ignoreGravity;
EventAction_Collision collisionAction;
bool ignoreGravity;
};
} }

View File

@ -10,7 +10,7 @@ using namespace ::Utility::Value;
SphericalRigidBody::SphericalRigidBody()
: previous(), current( Box(Float4x4::identity, Float3::null, Float3(1.0f)) ),
gravityNormal( 0.0f ),
subscribeCollision( true ),
collisionAction(Default::EventAction_Collision),
ignoreGravity( false ),
body( Float3::null, 0.5f ) {}
@ -21,11 +21,6 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
return new SphericalRigidBody( *this );
}
bool SphericalRigidBody::IsSubscribingCollisions() const
{ // Assumption
return this->subscribeCollision;
}
bool SphericalRigidBody::IsAffectedByGravity() const
{
return !this->ignoreGravity;
@ -94,7 +89,19 @@ UpdateState SphericalRigidBody::Update( Float timeStepLength )
this->body.center = this->current.GetCenter();
// compare previous and new state and return result
return this->current == this->previous ? resting : altered;
return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
}
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
{
if( functionPointer )
{
this->collisionAction = functionPointer;
}
else
{
this->collisionAction = Default::EventAction_Collision;
}
}
void SphericalRigidBody::SetGravity( bool ignore)
@ -108,11 +115,6 @@ void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
this->gravityNormal = normalizedVector;
}
void SphericalRigidBody::SetSubscription( bool subscribeCollision )
{
this->subscribeCollision = subscribeCollision;
}
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepVelocity( localI );

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@ -30,9 +30,9 @@ namespace Oyster { namespace Physics
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetSubscription( EventAction_Collision functionPointer );
void SetGravity( bool ignore);
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
void SetSubscription( bool subscribeCollision );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
@ -45,7 +45,8 @@ namespace Oyster { namespace Physics
private:
::Oyster::Physics3D::RigidBody previous, current;
::Oyster::Math::Float3 gravityNormal;
bool subscribeCollision, ignoreGravity;
EventAction_Collision collisionAction;
bool ignoreGravity;
::Oyster::Collision3D::Sphere body;
};
} }

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@ -19,8 +19,8 @@ namespace Oyster
enum UpdateState
{
resting,
altered
UpdateState_resting,
UpdateState_altered
};
namespace Constant
@ -45,7 +45,6 @@ namespace Oyster
class PHYSICS_DLL_USAGE API
{
public:
typedef void (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
/** Gets the Physics instance. */
@ -70,20 +69,15 @@ namespace Oyster
* @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.
* @param functionPointer: If NULL, an empty default function will be set.
********************************************************/
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Triggers the engine to run next update frame.
@ -225,6 +219,14 @@ namespace Oyster
class PHYSICS_DLL_USAGE ICustomBody
{
public:
enum SubscriptMessage
{
SubscriptMessage_none,
SubscriptMessage_ignore_collision_response
};
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
virtual ~ICustomBody() {};
/********************************************************
@ -232,11 +234,6 @@ namespace Oyster
* @return An ICustomBody pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
/********************************************************
* @return true if Engine should call the EventAction_Collision function.
********************************************************/
virtual bool IsSubscribingCollisions() const = 0;
/********************************************************
* @return true if Engine should apply gravity on this object.
@ -312,6 +309,13 @@ namespace Oyster
********************************************************/
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a collision occurs.
* @param functionPointer: If NULL, an empty default function will be set.
********************************************************/
virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
/********************************************************
* @param ignore: True if Engine should not apply Gravity.
********************************************************/
@ -323,11 +327,6 @@ namespace Oyster
********************************************************/
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
/********************************************************
* @param subscribeCollision: If is true, engine will call EventAction_Collision when this collides.
********************************************************/
virtual void SetSubscription( bool subscribeCollision ) = 0;
/********************************************************
* To not be called if is in Engine
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead