From bc988eff0d60de24215560caf44afe246d46b05b Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Mon, 25 Nov 2013 13:46:05 +0100 Subject: [PATCH] ICustomBody Documented --- Code/GamePhysics/PhysicsAPI.h | 101 +++++++++++++++++++++++++++++++--- 1 file changed, 94 insertions(+), 7 deletions(-) diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 7b2a57ac..a59a5e16 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -206,7 +206,7 @@ namespace Oyster virtual ~API() {} }; - //! documentation in progress + //! The root interface for all physical representations processable by the engine. class PHYSICS_DLL_USAGE ICustomBody { public: @@ -218,25 +218,112 @@ namespace Oyster ********************************************************/ virtual ::Utility::DynamicMemory::UniquePointer Clone() const = 0; + /******************************************************** + * @return true if Engine should call the EventAction_Collision function. + ********************************************************/ virtual bool IsSubscribingCollisions() const = 0; + + /******************************************************** + * Performs a detailed Intersect test and returns if, when and where. + * @param object: What this is intersect testing against. + * @param deltaWhen: Time in seconds since last update frame til timeOfContact. 0.0f <= deltaWhen <= deltaTime + * @param worldPointOfContact: Where at timeOfContact, this and object touches eachother. + * @return true if this truly intersects with object. + ********************************************************/ virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0; + + /******************************************************** + * param shape: Any defined sample shape. + * @return true if this truly intersects with shape. + ********************************************************/ virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) 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; - virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; - virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; - virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; + /******************************************************** + * Required by Engine's Collision Search. + * @param targetMem: Provided memory that written into and then returned. + * @return a sphere shape that contains the ICustomBody. + ********************************************************/ + virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0; + + /******************************************************** + * Required by Engine's Collision Responsing. + * @param worldPos: Should be worldPointOfContact from Intersects( ... ) + * @param targetMem: Provided memory that written into and then returned. + * @return a surface normal in worldSpace. + ********************************************************/ + virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; + + /******************************************************** + * The world position of this center of gravity. + * @param targetMem: Provided memory that written into and then returned. + * @return a position in worldSpace. + ********************************************************/ + virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; + + /******************************************************** + * @param targetMem: Provided memory that written into and then returned. + * @return a copy of this's rotation matrix. + ********************************************************/ + virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; + + /******************************************************** + * @param targetMem: Provided memory that written into and then returned. + * @return a copy of this's orientation matrix. + ********************************************************/ + virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; + + /******************************************************** + * @param targetMem: Provided memory that written into and then returned. + * @return a copy of this's view matrix. + ********************************************************/ + virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; + /******************************************************** + * To be only called by Engine + * Is called during API::Update + ********************************************************/ virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0; + /******************************************************** + * To be only called by Engine + * Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead + ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0; + + /******************************************************** + * To be only called by Engine + * Use API::SetMomentOfInertiaTensor_KeepMomentum(...) + ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0; + + /******************************************************** + * To be only called by Engine + * Use API::SetMass_KeepVelocity(...) + ********************************************************/ virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0; + + /******************************************************** + * To be only called by Engine + * Use API::SetMass_KeepMomentum(...) + ********************************************************/ virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0; + + /******************************************************** + * To be only called by Engine + * Use API::SetCenter(...) + ********************************************************/ virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0; + + /******************************************************** + * To be only called by Engine + * Use API::SetRotation(...) + ********************************************************/ virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0; + + /******************************************************** + * To be only called by Engine + * Use API::SetOrientation(...) + ********************************************************/ virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0; }; }