Merge remote-tracking branch 'origin/Physics' into GameLogic
Conflicts: Bin/Content/Shaders/TextureDebug.cso
This commit is contained in:
commit
c801ab829a
Binary file not shown.
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@ -62,6 +62,7 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
|
|||
switch(movement)
|
||||
{
|
||||
case PLAYER_MOVEMENT_FORWARD:
|
||||
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_BACKWARD:
|
||||
|
|
|
@ -91,9 +91,12 @@
|
|||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -102,9 +105,12 @@
|
|||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -115,11 +121,14 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -130,11 +139,14 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
|
@ -154,6 +166,8 @@
|
|||
<ClInclude Include="Implementation\SimpleRigidBody.h" />
|
||||
<ClInclude Include="Implementation\SphericalRigidBody.h" />
|
||||
<ClInclude Include="PhysicsAPI.h" />
|
||||
<ClInclude Include="PhysicsStructs-Impl.h" />
|
||||
<ClInclude Include="PhysicsStructs.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Implementation\Octree.cpp" />
|
||||
|
|
|
@ -36,6 +36,12 @@
|
|||
<ClInclude Include="Implementation\Octree.h">
|
||||
<Filter>Header Files\Implementation</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="PhysicsStructs.h">
|
||||
<Filter>Header Files\Include</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="PhysicsStructs-Impl.h">
|
||||
<Filter>Header Files\Include</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.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 <ICustomBody*, unsigned int> (customBodyRef, this->leafData.size()));
|
||||
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (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
|
||||
}
|
||||
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -42,6 +42,23 @@ UniquePointer<ICustomBody> 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 );
|
||||
|
@ -178,3 +201,8 @@ void SimpleRigidBody::SetSize( const Float3 &size )
|
|||
{
|
||||
this->rigid.SetSize( size );
|
||||
}
|
||||
|
||||
void SimpleRigidBody::SetMomentum( const Float3 &worldG )
|
||||
{
|
||||
this->rigid.SetLinearMomentum( worldG );
|
||||
}
|
|
@ -15,6 +15,11 @@ namespace Oyster { namespace Physics
|
|||
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> 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;
|
||||
|
|
|
@ -44,6 +44,23 @@ UniquePointer<ICustomBody> 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 );
|
||||
|
@ -184,3 +206,8 @@ 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 );
|
||||
}
|
|
@ -16,6 +16,11 @@ namespace Oyster { namespace Physics
|
|||
|
||||
::Utility::DynamicMemory::UniquePointer<ICustomBody> 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;
|
||||
|
|
|
@ -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 & 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);
|
||||
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<ICustomBody> 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
|
|
@ -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
|
|
@ -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
|
|
@ -11,6 +11,27 @@
|
|||
#include "Quaternion.h"
|
||||
#include <math.h>
|
||||
|
||||
namespace std
|
||||
{
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector2<ScalarType> asin( const ::LinearAlgebra::Vector2<ScalarType> &vec )
|
||||
{
|
||||
return ::LinearAlgebra::Vector2<ScalarType>( asin(vec.x), asin(vec.y) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector3<ScalarType> asin( const ::LinearAlgebra::Vector3<ScalarType> &vec )
|
||||
{
|
||||
return ::LinearAlgebra::Vector3<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector4<ScalarType> asin( const ::LinearAlgebra::Vector4<ScalarType> &vec )
|
||||
{
|
||||
return ::LinearAlgebra::Vector4<ScalarType>( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) );
|
||||
}
|
||||
}
|
||||
|
||||
// x2
|
||||
|
||||
template<typename ScalarType>
|
||||
|
@ -233,6 +254,18 @@ namespace LinearAlgebra2D
|
|||
|
||||
namespace LinearAlgebra3D
|
||||
{
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
|
||||
{
|
||||
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Vector4<ScalarType> AngularAxis( const ::LinearAlgebra::Matrix4x4<ScalarType> &rotationMatrix )
|
||||
{
|
||||
return ::std::asin( ::LinearAlgebra::Vector4<ScalarType>(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> & TranslationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &position, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
{
|
||||
|
@ -286,7 +319,9 @@ namespace LinearAlgebra3D
|
|||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Matrix3x3<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() )
|
||||
{ return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); }
|
||||
{
|
||||
return ::LinearAlgebra2D::RotationMatrix( radian, targetMem );
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
|
@ -300,7 +335,21 @@ namespace LinearAlgebra3D
|
|||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem )
|
||||
inline ::LinearAlgebra::Matrix4x4<ScalarType> RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &angularAxis )
|
||||
{
|
||||
ScalarType radian = angularAxis.GetMagnitude();
|
||||
if( radian != 0 )
|
||||
{
|
||||
return RotationMatrix( angularAxis / radian, radian );
|
||||
}
|
||||
else
|
||||
{
|
||||
return ::LinearAlgebra::Matrix4x4<ScalarType>::identity;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename ScalarType>
|
||||
::LinearAlgebra::Matrix4x4<ScalarType> & RotationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
|
||||
{ /// TODO: not verified
|
||||
ScalarType r = radian * 0.5f,
|
||||
s = std::sin( r ),
|
||||
|
|
|
@ -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 )
|
||||
|
|
|
@ -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() );
|
||||
|
|
|
@ -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;
|
||||
|
@ -459,11 +459,11 @@ 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) );
|
||||
// center: sphere's center in the box's view space
|
||||
Float4 center = TransformVector( InverseRotationMatrix(box.rotation), Float4(sphere.center - box.center, 0.0f) );
|
||||
|
||||
e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null );
|
||||
e += Max( centerL - box.boundingOffset, Float3::null );
|
||||
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;
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -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 );
|
||||
|
|
Loading…
Reference in New Issue