Merge branch 'Physics' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
b85439bd5e
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@ -22,7 +22,7 @@ namespace
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Float4 worldPointOfContact;
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if( proto->Intersects(*deuter, worldPointOfContact) )
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{
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switch( proto->CallSubscription(proto, deuter) )
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switch( proto->CallSubscription_Collision(deuter) )
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{
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case ICustomBody::SubscriptMessage_ignore_collision_response:
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break;
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@ -163,7 +163,7 @@ void API_Impl::Update()
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for( ; proto != updateList.end(); ++proto )
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{
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// Step 1: Apply Gravity
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(*proto)->GetState( state );
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Float4 gravityImpulse = Float4::null;
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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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@ -175,12 +175,12 @@ void API_Impl::Update()
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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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gravityImpulse += (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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gravityImpulse += 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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@ -189,7 +189,14 @@ void API_Impl::Update()
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default: break;
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}
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}
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if( gravityImpulse != Float4::null )
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{
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(*proto)->GetState( state );
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state.ApplyLinearImpulse( gravityImpulse );
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(*proto)->SetGravityNormal( gravityImpulse.GetNormalized().xyz );
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(*proto)->SetState( state );
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}
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// Step 2: Apply Collision Response
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this->worldScene.Visit( *proto, OnPossibleCollision );
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@ -202,6 +209,7 @@ void API_Impl::Update()
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{
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case UpdateState_altered:
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this->worldScene.SetAsAltered( this->worldScene.GetTemporaryReferenceOf(*proto) );
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(*proto)->CallSubscription_Move();
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case UpdateState_resting: default:
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break;
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}
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@ -367,5 +375,8 @@ namespace Oyster { namespace Physics
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{ /* Do nothing except returning business as usual. */
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return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
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}
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void EventAction_Move( const ::Oyster::Physics::ICustomBody *object )
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{ /* Do nothing. */ }
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}
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} }
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@ -32,8 +32,8 @@ 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 AddGravity( const API::Gravity &g );
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void RemoveGravity( const API::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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@ -52,7 +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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::std::vector<API::Gravity> gravity;
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Octree worldScene;
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};
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@ -60,6 +60,7 @@ namespace Oyster
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{
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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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void EventAction_Move( const ::Oyster::Physics::ICustomBody *object );
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}
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}
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}
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@ -46,7 +46,8 @@ SimpleRigidBody::SimpleRigidBody()
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this->rigid = RigidBody();
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this->rigid.SetMass_KeepMomentum( 16.0f );
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this->gravityNormal = Float3::null;
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this->collisionAction = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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this->onMovement = Default::EventAction_Move;
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this->ignoreGravity = this->isForwarded = false;
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this->scene = nullptr;
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}
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@ -63,13 +64,22 @@ SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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this->gravityNormal = Float3::null;
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if( desc.subscription )
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if( desc.subscription_onCollision )
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{
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this->collisionAction = desc.subscription;
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this->onCollision = desc.subscription_onCollision;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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}
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if( desc.subscription_onMovement )
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{
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this->onMovement= desc.subscription_onMovement;
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}
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else
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{
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this->onMovement = Default::EventAction_Move;
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}
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this->ignoreGravity = desc.ignoreGravity;
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@ -138,9 +148,14 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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}
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}
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ICustomBody::SubscriptMessage SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
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ICustomBody::SubscriptMessage SimpleRigidBody::CallSubscription_Collision( const ICustomBody *deuter )
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{
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return this->collisionAction( proto, deuter );
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return this->onCollision( this, deuter );
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}
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void SimpleRigidBody::CallSubscription_Move()
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{
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this->onMovement( this );
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}
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bool SimpleRigidBody::IsAffectedByGravity() const
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@ -282,11 +297,23 @@ void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functi
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{
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if( functionPointer )
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{
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this->collisionAction = functionPointer;
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this->onCollision = functionPointer;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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}
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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{
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if( functionPointer )
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{
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this->onMovement = functionPointer;
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}
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else
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{
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this->onMovement = Default::EventAction_Move;
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}
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}
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@ -21,7 +21,9 @@ namespace Oyster { namespace Physics
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void SetState( const State &state );
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//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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SubscriptMessage CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
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void CallSubscription_Move();
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bool IsAffectedByGravity() const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
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@ -39,7 +41,10 @@ namespace Oyster { namespace Physics
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void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
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void SetScene( void *scene );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetSubscription( EventAction_Move functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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@ -56,7 +61,8 @@ namespace Oyster { namespace Physics
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::Oyster::Physics3D::RigidBody rigid;
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision collisionAction;
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EventAction_Collision onCollision;
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EventAction_Move onMovement;
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Octree *scene;
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bool ignoreGravity, isForwarded;
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};
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@ -13,7 +13,8 @@ SphericalRigidBody::SphericalRigidBody()
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this->rigid = RigidBody();
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this->rigid.SetMass_KeepMomentum( 10.0f );
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this->gravityNormal = Float3::null;
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this->collisionAction = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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this->onMovement = Default::EventAction_Move;
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this->ignoreGravity = this->isForwarded = false;
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this->scene = nullptr;
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this->body = Sphere( Float3::null, 0.5f );
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@ -32,13 +33,22 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
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this->gravityNormal = Float3::null;
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if( desc.subscription )
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if( desc.subscription_onCollision )
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{
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this->collisionAction = desc.subscription;
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this->onCollision = desc.subscription_onCollision;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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}
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if( desc.subscription_onMovement )
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{
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this->onMovement= desc.subscription_onMovement;
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}
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else
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{
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this->onMovement = Default::EventAction_Move;
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}
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this->ignoreGravity = desc.ignoreGravity;
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@ -108,9 +118,14 @@ void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
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}
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}
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ICustomBody::SubscriptMessage SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
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ICustomBody::SubscriptMessage SphericalRigidBody::CallSubscription_Collision( const ICustomBody *deuter )
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{
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return this->collisionAction( proto, deuter );
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return this->onCollision( this, deuter );
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}
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void SphericalRigidBody::CallSubscription_Move()
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{
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this->onMovement( this );
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}
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bool SphericalRigidBody::IsAffectedByGravity() const
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@ -207,11 +222,23 @@ void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision fun
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{
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if( functionPointer )
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{
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this->collisionAction = functionPointer;
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this->onCollision = functionPointer;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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this->onCollision = Default::EventAction_Collision;
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}
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}
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void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Move functionPointer )
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{
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if( functionPointer )
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{
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this->onMovement = functionPointer;
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}
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else
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{
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this->onMovement = Default::EventAction_Move;
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}
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}
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@ -22,7 +22,9 @@ namespace Oyster { namespace Physics
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void SetState( const State &state );
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//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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SubscriptMessage CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
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void CallSubscription_Move();
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bool IsAffectedByGravity() const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
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@ -40,7 +42,10 @@ namespace Oyster { namespace Physics
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void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
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void SetScene( void *scene );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetSubscription( EventAction_Move functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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@ -57,7 +62,8 @@ namespace Oyster { namespace Physics
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::Oyster::Physics3D::RigidBody rigid;
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision collisionAction;
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EventAction_Collision onCollision;
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EventAction_Move onMovement;
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bool ignoreGravity, isForwarded;
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Octree *scene;
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::Oyster::Collision3D::Sphere body;
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@ -129,12 +129,12 @@ namespace Oyster
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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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virtual void AddGravity( const API::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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virtual void RemoveGravity( const API::Gravity &g ) = 0;
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///********************************************************
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// * Apply force on an object.
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@ -235,6 +235,7 @@ namespace Oyster
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};
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typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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typedef void (*EventAction_Move)( const ICustomBody *object );
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typedef Struct::SimpleBodyDescription SimpleBodyDescription;
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typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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typedef Struct::CustomBodyState State;
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@ -250,7 +251,12 @@ namespace Oyster
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/********************************************************
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* @todo TODO: need doc
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********************************************************/
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virtual SubscriptMessage CallSubscription( const ICustomBody *proto, 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_Move() = 0;
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/********************************************************
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* @todo TODO: need doc
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@ -371,6 +377,13 @@ namespace Oyster
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********************************************************/
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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 an object have moved.
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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_Move functionPointer ) = 0;
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/********************************************************
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* @param ignore: True if Engine should not apply Gravity.
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********************************************************/
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@ -17,7 +17,8 @@ namespace Oyster
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this->size = ::Oyster::Math::Float4( 1.0f );
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this->mass = 12.0f;
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this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
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this->subscription = NULL;
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this->subscription_onCollision = NULL;
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this->subscription_onMovement = NULL;
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this->ignoreGravity = false;
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}
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@ -27,7 +28,8 @@ namespace Oyster
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this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
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this->radius = 0.5f;
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this->mass = 10.0f;
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this->subscription = NULL;
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this->subscription_onCollision = NULL;
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this->subscription_onMovement = NULL;
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this->ignoreGravity = false;
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}
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|
|
@ -15,7 +15,8 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float4 size;
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::Oyster::Math::Float mass;
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::Oyster::Math::Float4x4 inertiaTensor;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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bool ignoreGravity;
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SimpleBodyDescription();
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@ -27,7 +28,8 @@ namespace Oyster { namespace Physics
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::Oyster::Math::Float4 centerPosition;
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::Oyster::Math::Float radius;
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::Oyster::Math::Float mass;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
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::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
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::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
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bool ignoreGravity;
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SphericalBodyDescription();
|
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|
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