diff --git a/Bin/Content/Shaders/TextureDebug.cso b/Bin/Content/Shaders/TextureDebug.cso new file mode 100644 index 00000000..23c9aa23 Binary files /dev/null and b/Bin/Content/Shaders/TextureDebug.cso differ diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index ad81bf61..f7bdc4a6 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -62,6 +62,7 @@ void Player::Move(const PLAYER_MOVEMENT &movement) switch(movement) { case PLAYER_MOVEMENT_FORWARD: + break; case PLAYER_MOVEMENT_BACKWARD: diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index 540002a1..06e64fd1 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -91,9 +91,12 @@ Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true + + @@ -102,9 +105,12 @@ Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true + + @@ -115,11 +121,14 @@ true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true true true + + @@ -130,11 +139,14 @@ true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true true true + + @@ -154,6 +166,8 @@ + + diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index 694a8ec7..15221691 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -36,6 +36,12 @@ Header Files\Implementation + + Header Files\Include + + + Header Files\Include + diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index 1da6045b..b841b49d 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -39,7 +39,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef) data.next = NULL; data.prev = NULL; data.customBodyRef = customBodyRef; - this->mapReferences.insert(std::pair (customBodyRef, this->leafData.size())); + this->mapReferences.insert(std::pair (data.customBodyRef, this->leafData.size())); this->leafData.push_back(data); /*if(tempPtr != NULL) @@ -184,6 +184,7 @@ unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const void Octree::SetAsAltered( unsigned int tempRef ) { + this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere(); //! @todo TODO: implement stub } diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 3d3080da..46b3369c 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -20,36 +20,36 @@ namespace float deltaWhen; Float3 worldWhere; - if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) + if( proto->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) { proto->CallSubscription( proto, deuter ); } } } -Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius) +Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Sphere(mass, radius); + return targetMem = Formula::MomentOfInertia::Sphere(mass, radius); } -Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius) +Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::HollowSphere(mass, radius); + return targetMem = Formula::MomentOfInertia::HollowSphere(mass, radius); } -Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth ) +Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Cuboid(mass, height, width, depth); + return targetMem = Formula::MomentOfInertia::Cuboid(mass, height, width, depth); } -Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius ) +Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Cylinder(mass, height, radius); + return targetMem = Formula::MomentOfInertia::Cylinder(mass, height, radius); } -Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length ) +Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::RodCenter(mass, length); + return targetMem = Formula::MomentOfInertia::RodCenter(mass, length); } API & API::Instance() diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 70bc6938..80e352ea 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -42,6 +42,23 @@ UniquePointer SimpleRigidBody::Clone() const return new SimpleRigidBody( *this ); } +SimpleRigidBody::State SimpleRigidBody::GetState() const +{ + return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const +{ + return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) +{ /** @todo TODO: temporary solution! Need to know it's occtree */ + this->rigid.box.boundingOffset = state.GetReach(); + this->rigid.box.center = state.GetCenterPosition(); + this->rigid.box.rotation = state.GetRotation(); +} + void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { this->collisionAction( proto, deuter ); @@ -107,6 +124,12 @@ Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const return targetMem = this->rigid.GetView(); } +Float3 SimpleRigidBody::GetRigidLinearVelocity() const +{ + return this->rigid.GetLinearVelocity(); +} + + UpdateState SimpleRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); @@ -177,4 +200,9 @@ void SimpleRigidBody::SetOrientation( const Float4x4 &orientation ) void SimpleRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); +} + +void SimpleRigidBody::SetMomentum( const Float3 &worldG ) +{ + this->rigid.SetLinearMomentum( worldG ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index a674a20d..9eefeb48 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -15,6 +15,11 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; + State GetState() const; + State & GetState( State &targetMem ) const; + void SetState( const State &state ); + ::Oyster::Math::Float3 GetRigidLinearVelocity() const; + void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; @@ -41,6 +46,7 @@ namespace Oyster { namespace Physics void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetSize( const ::Oyster::Math::Float3 &size ); + void SetMomentum( const ::Oyster::Math::Float3 &worldG ); private: ::Oyster::Physics3D::RigidBody rigid; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp index c741a68a..364d7454 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp @@ -44,6 +44,23 @@ UniquePointer SphericalRigidBody::Clone() const return new SphericalRigidBody( *this ); } +SphericalRigidBody::State SphericalRigidBody::GetState() const +{ + return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const +{ + return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +void SphericalRigidBody::SetState( const SphericalRigidBody::State &state ) +{ /** @todo TODO: temporary solution! Need to know it's occtree */ + this->rigid.box.boundingOffset = state.GetReach(); + this->rigid.box.center = state.GetCenterPosition(); + this->rigid.box.rotation = state.GetRotation(); +} + void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { this->collisionAction( proto, deuter ); @@ -109,6 +126,11 @@ Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const return targetMem = this->rigid.GetView(); } +Float3 SphericalRigidBody::GetRigidLinearVelocity() const +{ + return this->rigid.GetLinearVelocity(); +} + UpdateState SphericalRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); @@ -183,4 +205,9 @@ void SphericalRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )? +} + +void SphericalRigidBody::SetMomentum( const Float3 &worldG ) +{ + this->rigid.SetLinearMomentum( worldG ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h index 37263e91..4d003f99 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.h +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.h @@ -16,6 +16,11 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; + State GetState() const; + State & GetState( State &targetMem = State() ) const; + void SetState( const State &state ); + ::Oyster::Math::Float3 GetRigidLinearVelocity() const; + void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; @@ -42,6 +47,7 @@ namespace Oyster { namespace Physics void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetSize( const ::Oyster::Math::Float3 &size ); + void SetMomentum( const ::Oyster::Math::Float3 &worldG ); private: ::Oyster::Physics3D::RigidBody rigid; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 29014214..84a3d639 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -17,6 +17,13 @@ namespace Oyster class API; class ICustomBody; + namespace Struct + { + struct SimpleBodyDescription; + struct SphericalBodyDescription; + struct CustomBodyState; + } + enum UpdateState { UpdateState_resting, @@ -31,22 +38,22 @@ namespace Oyster class PHYSICS_DLL_USAGE 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 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); + + static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - 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 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); + static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); + static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); }; class PHYSICS_DLL_USAGE API { public: - struct SimpleBodyDescription; - struct SphericalBodyDescription; + typedef Struct::SimpleBodyDescription SimpleBodyDescription; + typedef Struct::SphericalBodyDescription SphericalBodyDescription; typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer proto ); @@ -236,7 +243,15 @@ namespace Oyster SubscriptMessage_ignore_collision_response }; + /******************************************************** + * @param gameObjectRef: a pointer to the object in the game owning the rigid body. + ********************************************************/ + void* gameObjectRef; + typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter ); + typedef Struct::SimpleBodyDescription SimpleBodyDescription; + typedef Struct::SphericalBodyDescription SphericalBodyDescription; + typedef Struct::CustomBodyState State; virtual ~ICustomBody() {}; @@ -251,6 +266,26 @@ namespace Oyster ********************************************************/ virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0; + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual State GetState() const = 0; + + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual State & GetState( State &targetMem ) const = 0; + + /******************************************************** + * @return the linear velocity of the rigid body in a vector. + ********************************************************/ + virtual Math::Float3 GetRigidLinearVelocity() const = 0; + + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual void SetState( const State &state ) = 0; + /******************************************************** * @return true if Engine should apply gravity on this object. ********************************************************/ @@ -390,49 +425,16 @@ namespace Oyster * Use API::SetSize(...) ********************************************************/ virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0; - }; - struct API::SimpleBodyDescription - { - ::Oyster::Math::Float4x4 rotation; - ::Oyster::Math::Float3 centerPosition; - ::Oyster::Math::Float3 size; - ::Oyster::Math::Float mass; - ::Oyster::Math::Float4x4 inertiaTensor; - ICustomBody::EventAction_Collision subscription; - bool ignoreGravity; - - SimpleBodyDescription() - { - this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float3::null; - this->size = ::Oyster::Math::Float3( 1.0f ); - this->mass = 12.0f; - this->inertiaTensor = ::Oyster::Math::Float4x4::identity; - this->subscription = NULL; - this->ignoreGravity = false; - } - }; - - struct API::SphericalBodyDescription - { - ::Oyster::Math::Float4x4 rotation; - ::Oyster::Math::Float3 centerPosition; - ::Oyster::Math::Float radius; - ::Oyster::Math::Float mass; - ICustomBody::EventAction_Collision subscription; - bool ignoreGravity; - - SphericalBodyDescription() - { - this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float3::null; - this->radius = 0.5f; - this->mass = 10.0f; - this->subscription = NULL; - this->ignoreGravity = false; - } + /******************************************************** + * To not be called if is in Engine + * Use API::?? @todo TODO: + ********************************************************/ + virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0; }; } } + +#include "PhysicsStructs.h" + #endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs-Impl.h b/Code/GamePhysics/PhysicsStructs-Impl.h new file mode 100644 index 00000000..3de46ee2 --- /dev/null +++ b/Code/GamePhysics/PhysicsStructs-Impl.h @@ -0,0 +1,117 @@ +#ifndef PHYSICS_STRUCTS_IMPL_H +#define PHYSICS_STRUCTS_IMPL_H + +#include "PhysicsStructs.h" + +namespace Oyster { namespace Physics +{ + namespace Struct + { + inline SimpleBodyDescription::SimpleBodyDescription() + { + this->rotation = ::Oyster::Math::Float4x4::identity; + this->centerPosition = ::Oyster::Math::Float3::null; + this->size = ::Oyster::Math::Float3( 1.0f ); + this->mass = 12.0f; + this->inertiaTensor = ::Oyster::Math::Float4x4::identity; + this->subscription = NULL; + this->ignoreGravity = false; + } + + inline SphericalBodyDescription::SphericalBodyDescription() + { + this->rotation = ::Oyster::Math::Float4x4::identity; + this->centerPosition = ::Oyster::Math::Float3::null; + this->radius = 0.5f; + this->mass = 10.0f; + this->subscription = NULL; + this->ignoreGravity = false; + } + + + inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation ) + { + this->reach = ::Oyster::Math::Float4( reach, 0.0f ); + this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f ); + this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f ); + this->isSpatiallyAltered = this->isDisturbed = false; + } + + inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state ) + { + this->reach = state.reach; + this->centerPos = state.centerPos; + this->angularAxis = state.angularAxis; + + this->isSpatiallyAltered = state.isSpatiallyAltered; + this->isDisturbed = state.isDisturbed; + return *this; + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const + { + return this->reach; + } + + inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const + { + return 2.0f * this->GetReach(); + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const + { + return this->centerPos; + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const + { + return this->angularAxis; + } + + inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const + { + return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz ); + } + + inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size ) + { + this->SetReach( 0.5f * size ); + } + + inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize ) + { + this->reach.xyz = halfSize; + this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null ); + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ) + { + this->centerPos.xyz = centerPos; + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis ) + { + this->angularAxis.xyz = angularAxis; + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation ) + { + this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz ); + } + + inline bool CustomBodyState::IsSpatiallyAltered() const + { + return this->isSpatiallyAltered; + } + + inline bool CustomBodyState::IsDisturbed() const + { + return this->isDisturbed; + } + } +} } + +#endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs.h b/Code/GamePhysics/PhysicsStructs.h new file mode 100644 index 00000000..c1f74640 --- /dev/null +++ b/Code/GamePhysics/PhysicsStructs.h @@ -0,0 +1,70 @@ +#ifndef PHYSICS_STRUCTS_H +#define PHYSICS_STRUCTS_H + +#include "OysterMath.h" +#include "PhysicsAPI.h" + +namespace Oyster { namespace Physics +{ + namespace Struct + { + struct SimpleBodyDescription + { + ::Oyster::Math::Float4x4 rotation; + ::Oyster::Math::Float3 centerPosition; + ::Oyster::Math::Float3 size; + ::Oyster::Math::Float mass; + ::Oyster::Math::Float4x4 inertiaTensor; + ::Oyster::Physics::ICustomBody::EventAction_Collision subscription; + bool ignoreGravity; + + SimpleBodyDescription(); + }; + + struct SphericalBodyDescription + { + ::Oyster::Math::Float4x4 rotation; + ::Oyster::Math::Float3 centerPosition; + ::Oyster::Math::Float radius; + ::Oyster::Math::Float mass; + ::Oyster::Physics::ICustomBody::EventAction_Collision subscription; + bool ignoreGravity; + + SphericalBodyDescription(); + }; + + struct CustomBodyState + { + public: + CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null, + const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null, + const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null ); + + CustomBodyState & operator = ( const CustomBodyState &state ); + + const ::Oyster::Math::Float4 & GetReach() const; + ::Oyster::Math::Float4 GetSize() const; + const ::Oyster::Math::Float4 & GetCenterPosition() const; + const ::Oyster::Math::Float4 & GetAngularAxis() const; + ::Oyster::Math::Float4x4 GetRotation() const; + + void SetSize( const ::Oyster::Math::Float3 &size ); + void SetReach( const ::Oyster::Math::Float3 &halfSize ); + void SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ); + void SetRotation( const ::Oyster::Math::Float3 &angularAxis ); + void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); + + bool IsSpatiallyAltered() const; + bool IsDisturbed() const; + + private: + ::Oyster::Math::Float4 reach, centerPos, angularAxis; + + bool isSpatiallyAltered, isDisturbed; + }; + } +} } + +#include "PhysicsStructs-Impl.h" + +#endif \ No newline at end of file diff --git a/Code/OysterMath/LinearMath.h b/Code/OysterMath/LinearMath.h index 0495939d..8bca1c19 100644 --- a/Code/OysterMath/LinearMath.h +++ b/Code/OysterMath/LinearMath.h @@ -11,6 +11,27 @@ #include "Quaternion.h" #include +namespace std +{ + template + inline ::LinearAlgebra::Vector2 asin( const ::LinearAlgebra::Vector2 &vec ) + { + return ::LinearAlgebra::Vector2( asin(vec.x), asin(vec.y) ); + } + + template + inline ::LinearAlgebra::Vector3 asin( const ::LinearAlgebra::Vector3 &vec ) + { + return ::LinearAlgebra::Vector3( asin(vec.x), asin(vec.y), asin(vec.z) ); + } + + template + inline ::LinearAlgebra::Vector4 asin( const ::LinearAlgebra::Vector4 &vec ) + { + return ::LinearAlgebra::Vector4( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) ); + } +} + // x2 template @@ -233,6 +254,18 @@ namespace LinearAlgebra2D namespace LinearAlgebra3D { + template + inline ::LinearAlgebra::Vector4 AngularAxis( const ::LinearAlgebra::Matrix3x3 &rotationMatrix ) + { + return ::std::asin( ::LinearAlgebra::Vector4(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) ); + } + + template + inline ::LinearAlgebra::Vector4 AngularAxis( const ::LinearAlgebra::Matrix4x4 &rotationMatrix ) + { + return ::std::asin( ::LinearAlgebra::Vector4(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) ); + } + template inline ::LinearAlgebra::Matrix4x4 & TranslationMatrix( const ::LinearAlgebra::Vector3 &position, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { @@ -286,7 +319,9 @@ namespace LinearAlgebra3D template inline ::LinearAlgebra::Matrix3x3 & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3 &targetMem = ::LinearAlgebra::Matrix3x3() ) - { return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); } + { + return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); + } template inline ::LinearAlgebra::Matrix4x4 & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) @@ -300,7 +335,21 @@ namespace LinearAlgebra3D } template - ::LinearAlgebra::Matrix4x4 & RotationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem ) + inline ::LinearAlgebra::Matrix4x4 RotationMatrix( const ::LinearAlgebra::Vector3 &angularAxis ) + { + ScalarType radian = angularAxis.GetMagnitude(); + if( radian != 0 ) + { + return RotationMatrix( angularAxis / radian, radian ); + } + else + { + return ::LinearAlgebra::Matrix4x4::identity; + } + } + + template + ::LinearAlgebra::Matrix4x4 & RotationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { /// TODO: not verified ScalarType r = radian * 0.5f, s = std::sin( r ), @@ -462,7 +511,7 @@ namespace LinearAlgebra3D ::LinearAlgebra::Matrix4x4 & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), - dDepth = farClip / (farClip - nearClip); + dDepth = farClip / (farClip - nearClip); return targetMem = ::LinearAlgebra::Matrix4x4( fov / aspect, 0, 0, 0, 0, fov, 0, 0, 0, 0, dDepth, -(dDepth * nearClip), @@ -473,7 +522,7 @@ namespace LinearAlgebra3D ::LinearAlgebra::Matrix4x4 & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { /** @todo TODO: not tested */ ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), - dDepth = farClip / (farClip - nearClip); + dDepth = farClip / (farClip - nearClip); return targetMem = ::LinearAlgebra::Matrix4x4( 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), diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp index a82658ee..cf9fa8ae 100644 --- a/Code/OysterMath/OysterMath.cpp +++ b/Code/OysterMath/OysterMath.cpp @@ -81,20 +81,45 @@ namespace Oyster { namespace Math2D namespace Oyster { namespace Math3D { + Float4 AngularAxis( const Float3x3 &rotationMatrix ) + { + return ::LinearAlgebra3D::AngularAxis( rotationMatrix ); + } + + Float4 AngularAxis( const Float4x4 &rotationMatrix ) + { + return ::LinearAlgebra3D::AngularAxis( rotationMatrix ); + } + Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); } + { + return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); + } Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); + } Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); + } Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); + } + + Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem ) + { + return targetMem = ::LinearAlgebra3D::RotationMatrix( angularAxis ); + } Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); + } Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem ) { @@ -103,7 +128,8 @@ namespace Oyster { namespace Math3D Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem ) { - return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); +// return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); + return targetMem = rotation.GetTranspose(); } Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem ) diff --git a/Code/OysterMath/OysterMath.h b/Code/OysterMath/OysterMath.h index ab3b307f..72fe7478 100644 --- a/Code/OysterMath/OysterMath.h +++ b/Code/OysterMath/OysterMath.h @@ -147,6 +147,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized { using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace + //! Extracts the angularAxis from rotationMatrix + Float4 AngularAxis( const Float3x3 &rotationMatrix ); + + //! Extracts the angularAxis from rotationMatrix + Float4 AngularAxis( const Float4x4 &rotationMatrix ); + /// Sets and returns targetMem to a translationMatrix with position as translation. Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() ); @@ -159,6 +165,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized /// Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() ); + /// Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis. + Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() ); + /// Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis. /// Please make sure normalizedAxis is normalized. Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() ); diff --git a/Code/OysterPhysics3D/OysterCollision3D.cpp b/Code/OysterPhysics3D/OysterCollision3D.cpp index 131cad62..5df9761c 100644 --- a/Code/OysterPhysics3D/OysterCollision3D.cpp +++ b/Code/OysterPhysics3D/OysterCollision3D.cpp @@ -393,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const BoxAxisAligned &box, const Sphere &sphere ) { // by Dan Andersson - Float3 e = Max( box.minVertex - sphere.center, Float3::null ); - e += Max( sphere.center - box.maxVertex, Float3::null ); + Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null ); + e += Max( Float4(sphere.center - box.maxVertex, 0.0f), Float4::null ); if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; @@ -459,12 +459,12 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const Box &box, const Sphere &sphere ) { // by Dan Andersson - Float3 e = sphere.center - box.center, - centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) ); - - e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null ); - e += Max( centerL - box.boundingOffset, Float3::null ); - + // center: sphere's center in the box's view space + Float4 center = TransformVector( InverseRotationMatrix(box.rotation), Float4(sphere.center - box.center, 0.0f) ); + + Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - center, Float4::null ); + e += Max( center - Float4(box.boundingOffset, 0.0f), Float4::null ); + if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; } diff --git a/Code/OysterPhysics3D/Point.cpp b/Code/OysterPhysics3D/Point.cpp index cf1186c9..d81c91a3 100644 --- a/Code/OysterPhysics3D/Point.cpp +++ b/Code/OysterPhysics3D/Point.cpp @@ -38,7 +38,7 @@ bool Point::Intersects( const ICollideable &target ) const case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance ); - case Type_sphere: Utility::Intersect( *(Sphere*)&target, *this ); + case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this ); diff --git a/Code/OysterPhysics3D/Ray.cpp b/Code/OysterPhysics3D/Ray.cpp index 09fb13ec..79e4dbd5 100644 --- a/Code/OysterPhysics3D/Ray.cpp +++ b/Code/OysterPhysics3D/Ray.cpp @@ -60,7 +60,7 @@ bool Ray::Contains( const ICollideable &target ) const switch( target.type ) { case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance ); - case Type_ray: Utility::Contains( *this, *(Ray*)&target ); + case Type_ray: return Utility::Contains( *this, *(Ray*)&target ); default: return false; } } \ No newline at end of file diff --git a/Code/OysterPhysics3D/Sphere.cpp b/Code/OysterPhysics3D/Sphere.cpp index 0cc8bc3b..4f6f76f7 100644 --- a/Code/OysterPhysics3D/Sphere.cpp +++ b/Code/OysterPhysics3D/Sphere.cpp @@ -35,7 +35,7 @@ bool Sphere::Intersects( const ICollideable &target ) const case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); - case Type_sphere: Utility::Intersect( *this, *(Sphere*)&target ); + case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );