Merge branch 'GameLogicBranch' of https://github.com/dean11/Danbias into GameLogicBranch

This commit is contained in:
Linda Andersson 2013-11-29 09:05:12 +01:00
commit d9fcec0c1c
15 changed files with 505 additions and 112 deletions

182
Code/GameLogic/Camera.cpp Normal file
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@ -0,0 +1,182 @@
#include "Camera.h"
Camera::Camera()
{
this->m_position = Oyster::Math::Float3(0, 50, 0);
this->mRight = Oyster::Math::Float3(1, 0, 0);
this->mUp = Oyster::Math::Float3(0, 1, 0);
this->mLook = Oyster::Math::Float3(0, 0, 1);
}
Camera::~Camera()
{
}
void Camera::SetPosition(const Oyster::Math::Float3& v)
{
this->m_position = v;
}
Oyster::Math::Float3 Camera::GetPosition()const
{
return this->m_position;
}
Oyster::Math::Float3 Camera::GetRight()const
{
return this->mRight;
}
Oyster::Math::Float3 Camera::GetUp()const
{
return this->mUp;
}
Oyster::Math::Float3 Camera::GetLook()const
{
return this->mLook;
}
float Camera::GetNearZ()const
{
return this->mNearZ;
}
float Camera::GetFarZ()const
{
return this->mFarZ;
}
float Camera::GetAspect()const
{
return this->mAspect;
}
Oyster::Math::Float3 Camera::CrossMatrix(const Oyster::Math::Float3& vector, const Oyster::Math::Float4x4& matrix)
{
Oyster::Math::Float3 vec;
vec.x = matrix.m11*vector.x + matrix.m12*vector.y + matrix.m13*vector.z;
vec.y = matrix.m21*vector.x + matrix.m22*vector.y + matrix.m23*vector.z;
vec.z = matrix.m31*vector.x + matrix.m32*vector.y + matrix.m33*vector.z;
return vec;
}
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
{
this->mFovY = fovY;
this->mAspect = aspect;
this->mNearZ = zn;
this->mFarZ = zf;
float yScale = tan((Oyster::Math::pi*0.5f) - (mFovY*0.5f));
float xScale = yScale/this->mAspect;
mProj = Oyster::Math::Float4x4(xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, zf/(zf-zn), 1,
0, 0, -zn*zf/(zf-zn), 0);
}
void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp)
{
Oyster::Math::Float3 L;
D3DXVec3Subtract(&L, &target, &pos);
L = target - pos;
D3DXVec3Normalize(&L, &L);
Oyster::Math::Float3 R;
D3DXVec3Cross(&R, &worldUp, &L);
D3DXVec3Normalize(&R, &R);
Oyster::Math::Float3 U;
D3DXVec3Cross(&U, &L, &R);
this->m_position = pos;
this->mLook = L;
this->mRight = R;
this->mUp = U;
}
Oyster::Math::Float4x4 Camera::View()const
{
return this->mView;
}
Oyster::Math::Float4x4 Camera::Proj()const
{
return this->mProj;
}
Oyster::Math::Float4x4 Camera::ViewsProj()const
{
Oyster::Math::Float4x4 M;
D3DXMatrixMultiply(&M, &this->mView, &this->mProj);
return M;
}
void Camera::Walk(float dist)
{
this->m_position += dist*Oyster::Math::Float3(1,0,0);
}
void Camera::Strafe(float dist)
{
this->m_position += dist*this->mRight;
}
void Camera::Pitch(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
D3DXMatrixRotationAxis(&R, &-mRight, radians);
this->mUp = CrossMatrix(this->mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::Yaw(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
Oyster::Math::Float3 up(0,1,0);
D3DXMatrixRotationAxis(&R, &-up, radians);
this->mRight = CrossMatrix(this->mRight, R);
this->mUp = CrossMatrix(mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::UpdateViewMatrix()
{
D3DXVec3Normalize(&this->mLook, &this->mLook);
D3DXVec3Cross(&this->mUp, &this->mLook, &this->mRight);
D3DXVec3Normalize(&this->mUp, &this->mUp);
D3DXVec3Cross(&this->mRight, &this->mUp, &this->mLook);
float x = -D3DXVec3Dot(&this->m_position, &mRight);
float y = -D3DXVec3Dot(&this->m_position, &mUp);
float z = -D3DXVec3Dot(&this->m_position, &mLook);
this->mView(0, 0) = this->mRight.x;
this->mView(1, 0) = this->mRight.y;
this->mView(2, 0) = this->mRight.z;
this->mView(3, 0) = x;
this->mView(0, 1) = this->mUp.x;
this->mView(1, 1) = this->mUp.y;
this->mView(2, 1) = this->mUp.z;
this->mView(3, 1) = y;
this->mView(0, 2) = this->mLook.x;
this->mView(1, 2) = this->mLook.y;
this->mView(2, 2) = this->mLook.z;
this->mView(3, 2) = z;
this->mView(0, 3) = 0.0f;
this->mView(1, 3) = 0.0f;
this->mView(2, 3) = 0.0f;
this->mView(3, 3) = 1.0f;
}

63
Code/GameLogic/Camera.h Normal file
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@ -0,0 +1,63 @@
#ifndef CAMERA__H
#define CAMERA__H
#include "OysterMath.h"
class Camera
{
private:
Oyster::Math::Float3 m_position;
Oyster::Math::Float3 mRight;
Oyster::Math::Float3 mUp;
Oyster::Math::Float3 mLook;
float mNearZ;
float mFarZ;
float mAspect;
float mFovY;
Oyster::Math::Float4x4 mView;
Oyster::Math::Float4x4 mProj;
public:
Camera();
virtual ~Camera();
void SetPosition(const Oyster::Math::Float3& v);
Oyster::Math::Float3 GetPosition()const;
Oyster::Math::Float3 GetRight()const;
Oyster::Math::Float3 GetUp()const;
Oyster::Math::Float3 GetLook()const;
float GetNearZ()const;
float GetFarZ()const;
float GetAspect()const;
Oyster::Math::Float3 CrossMatrix(const Oyster::Math::Float3& v, const Oyster::Math::Float4x4& m);
void SetLens(float fovY, float aspect, float zn, float zf);
void LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp);
void setLook(Oyster::Math::Float3 look) { mLook = look; }
void setUp(Oyster::Math::Float3 up) { mUp = up; }
void setRight(Oyster::Math::Float3 right) { mRight = right; }
Oyster::Math::Float4x4 View()const;
Oyster::Math::Float4x4 Proj()const;
Oyster::Math::Float4x4 ViewsProj()const;
void Walk(float dist);
void Strafe(float dist);
void Pitch(float angle);
void Yaw(float angle);
void UpdateViewMatrix();
};
#endif

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@ -18,14 +18,7 @@ Object::Object(void)
model = new Model();
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
rigidBody->SetCenter(Float3(50,0,0));
rigidBody->SetMass_KeepMomentum(30);
rigidBody->SetSize(Float3(2,2,2));
rigidBody->SetSubscription(true);
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody().Release();
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);

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@ -33,6 +33,9 @@
<ClInclude Include="Implementation\SphericalRigidBody.h">
<Filter>Header Files\Implementation</Filter>
</ClInclude>
<ClInclude Include="Implementation\Octree.h">
<Filter>Header Files\Implementation</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">

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@ -1,6 +1,7 @@
#include "PhysicsAPI_Impl.h"
#include "SimpleRigidBody.h"
#include "OysterPhysics3D.h"
#include "SimpleRigidBody.h"
#include "SphericalRigidBody.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics3D;
@ -10,14 +11,6 @@ using namespace ::Utility::DynamicMemory;
API_Impl API_instance;
// default API::EventAction_Collision
void defaultCollisionAction( const ICustomBody *proto, const ICustomBody *deuter )
{ /* do nothing */ }
// default API::EventAction_Destruction
void defaultDestructionAction( UniquePointer<ICustomBody> proto )
{ /* do nothing besides proto auto deleting itself. */ }
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
{
return Formula::MomentOfInertia::Sphere(mass, radius);
@ -51,8 +44,7 @@ API & API::Instance()
API_Impl::API_Impl()
: gravityConstant( Constant::gravity_constant ),
updateFrameLength( 1.0f / 120.0f ),
collisionAction( defaultCollisionAction ),
destructionAction( defaultDestructionAction )
destructionAction( Default::EventAction_Destruction )
{}
API_Impl::~API_Impl() {}
@ -66,18 +58,23 @@ void API_Impl::SetDeltaTime( float deltaTime )
{
updateFrameLength = deltaTime;
}
void API_Impl::SetGravityConstant( float g )
{
this->gravityConstant = g;
}
void API_Impl::SetAction( API::EventAction_Collision functionPointer )
void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
{
this->collisionAction = functionPointer;
}
void API_Impl::SetAction( API::EventAction_Destruction functionPointer )
if( functionPointer )
{
this->destructionAction = functionPointer;
}
else
{
this->destructionAction = Default::EventAction_Destruction;
}
}
void API_Impl::Update()
{
@ -165,7 +162,25 @@ void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
//! @todo TODO: implement stub
}
UniquePointer<ICustomBody> API_Impl::CreateSimpleRigidBody() const
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
{
return new SimpleRigidBody();
return new SimpleRigidBody( desc );
}
UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const
{
return new SphericalRigidBody();
}
namespace Oyster { namespace Physics { namespace Default
{
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
{ /* Do nothing except returning business as usual. */
return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
}
} } }

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@ -17,8 +17,7 @@ namespace Oyster
void SetDeltaTime( float deltaTime );
void SetGravityConstant( float g );
void SetAction( EventAction_Collision functionPointer );
void SetAction( EventAction_Destruction functionPointer );
void SetSubscription( EventAction_Destruction functionPointer );
void Update();
@ -42,14 +41,20 @@ namespace Oyster
void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const;
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const;
private:
::Oyster::Math::Float gravityConstant, updateFrameLength;
EventAction_Collision collisionAction;
EventAction_Destruction destructionAction;
};
}
namespace Default
{
void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto );
::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter );
}
}
}
#endif

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@ -2,16 +2,38 @@
#include "PhysicsAPI_Impl.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::Value;
SimpleRigidBody::SimpleRigidBody()
: previous(), current(),
gravityNormal(0.0f),
subscribeCollision(true),
ignoreGravity(false) {}
{
this->rigid = RigidBody();
this->gravityNormal = Float3::null;
this->collisionAction = Default::EventAction_Collision;
this->ignoreGravity = false;
}
SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
{
this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ),
desc.mass,
desc.inertiaTensor );
this->gravityNormal = Float3::null;
if( desc.subscription )
{
this->collisionAction = desc.subscription;
}
else
{
this->collisionAction = Default::EventAction_Collision;
}
this->ignoreGravity = desc.ignoreGravity;
}
SimpleRigidBody::~SimpleRigidBody() {}
@ -20,11 +42,6 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
return new SimpleRigidBody( *this );
}
bool SimpleRigidBody::IsSubscribingCollisions() const
{ // Assumption
return this->subscribeCollision;
}
bool SimpleRigidBody::IsAffectedByGravity() const
{
return !this->ignoreGravity;
@ -32,10 +49,10 @@ bool SimpleRigidBody::IsAffectedByGravity() const
bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
{
if( object.Intersects(this->current.box) )
if( object.Intersects(this->rigid.box) )
{ //! @todo TODO: better implementation needed
deltaWhen = timeStepLength;
worldPointOfContact = Average( this->current.box.center, object.GetCenter() );
worldPointOfContact = Average( this->rigid.box.center, object.GetCenter() );
return true;
}
else
@ -46,18 +63,18 @@ bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLengt
bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
{
return this->current.box.Intersects( shape );
return this->rigid.box.Intersects( shape );
}
Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
{
return targetMem = Sphere( this->current.box.center, this->current.box.boundingOffset.GetMagnitude() );
return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() );
}
Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
{
//! @todo TODO: better implementation needed
return targetMem = (worldPos - this->current.box.center).GetNormalized();
return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
}
Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
@ -67,32 +84,43 @@ Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
{
return targetMem = this->current.box.center;
return targetMem = this->rigid.box.center;
}
Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
{
return targetMem = this->current.box.rotation;
return targetMem = this->rigid.box.rotation;
}
Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
{
return targetMem = this->current.GetOrientation();
return targetMem = this->rigid.GetOrientation();
}
Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
{
return targetMem = this->current.GetView();
return targetMem = this->rigid.GetView();
}
UpdateState SimpleRigidBody::Update( Float timeStepLength )
{
this->previous = this->current; // memorizing the old state
this->current.Update_LeapFrog( timeStepLength );
this->rigid.Update_LeapFrog( timeStepLength );
// compare previous and new state and return result
return this->current == this->previous ? resting : altered;
//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
return UpdateState_altered;
}
void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
{
if( functionPointer )
{
this->collisionAction = functionPointer;
}
else
{
this->collisionAction = Default::EventAction_Collision;
}
}
void SimpleRigidBody::SetGravity( bool ignore)
@ -106,47 +134,42 @@ void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
this->gravityNormal = normalizedVector;
}
void SimpleRigidBody::SetSubscription( bool subscribeCollision )
{
this->subscribeCollision = subscribeCollision;
}
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepVelocity( localI );
this->rigid.SetMomentOfInertia_KeepVelocity( localI );
}
void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepMomentum( localI );
this->rigid.SetMomentOfInertia_KeepMomentum( localI );
}
void SimpleRigidBody::SetMass_KeepVelocity( Float m )
{
this->current.SetMass_KeepVelocity( m );
this->rigid.SetMass_KeepVelocity( m );
}
void SimpleRigidBody::SetMass_KeepMomentum( Float m )
{
this->current.SetMass_KeepMomentum( m );
this->rigid.SetMass_KeepMomentum( m );
}
void SimpleRigidBody::SetCenter( const Float3 &worldPos )
{
this->current.SetCenter( worldPos );
this->rigid.SetCenter( worldPos );
}
void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
{
this->current.SetRotation( rotation );
this->rigid.SetRotation( rotation );
}
void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
{
this->current.SetOrientation( orientation );
this->rigid.SetOrientation( orientation );
}
void SimpleRigidBody::SetSize( const Float3 &size )
{
this->current.SetSize( size );
this->rigid.SetSize( size );
}

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@ -10,11 +10,11 @@ namespace Oyster { namespace Physics
{
public:
SimpleRigidBody();
SimpleRigidBody( const API::SimpleBodyDescription &desc );
virtual ~SimpleRigidBody();
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
bool IsSubscribingCollisions() const;
bool IsAffectedByGravity() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
@ -29,9 +29,9 @@ namespace Oyster { namespace Physics
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetSubscription( EventAction_Collision functionPointer );
void SetGravity( bool ignore);
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
void SetSubscription( bool subscribeCollision );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
@ -42,9 +42,10 @@ namespace Oyster { namespace Physics
void SetSize( const ::Oyster::Math::Float3 &size );
private:
::Oyster::Physics3D::RigidBody previous, current;
::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float3 gravityNormal;
bool subscribeCollision, ignoreGravity;
EventAction_Collision collisionAction;
bool ignoreGravity;
};
} }

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@ -2,6 +2,7 @@
#include "PhysicsAPI_Impl.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
@ -10,7 +11,7 @@ using namespace ::Utility::Value;
SphericalRigidBody::SphericalRigidBody()
: previous(), current( Box(Float4x4::identity, Float3::null, Float3(1.0f)) ),
gravityNormal( 0.0f ),
subscribeCollision( true ),
collisionAction(Default::EventAction_Collision),
ignoreGravity( false ),
body( Float3::null, 0.5f ) {}
@ -21,11 +22,6 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
return new SphericalRigidBody( *this );
}
bool SphericalRigidBody::IsSubscribingCollisions() const
{ // Assumption
return this->subscribeCollision;
}
bool SphericalRigidBody::IsAffectedByGravity() const
{
return !this->ignoreGravity;
@ -94,7 +90,19 @@ UpdateState SphericalRigidBody::Update( Float timeStepLength )
this->body.center = this->current.GetCenter();
// compare previous and new state and return result
return this->current == this->previous ? resting : altered;
return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
}
void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
{
if( functionPointer )
{
this->collisionAction = functionPointer;
}
else
{
this->collisionAction = Default::EventAction_Collision;
}
}
void SphericalRigidBody::SetGravity( bool ignore)
@ -108,11 +116,6 @@ void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector )
this->gravityNormal = normalizedVector;
}
void SphericalRigidBody::SetSubscription( bool subscribeCollision )
{
this->subscribeCollision = subscribeCollision;
}
void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
{
this->current.SetMomentOfInertia_KeepVelocity( localI );

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

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@ -19,8 +19,8 @@ namespace Oyster
enum UpdateState
{
resting,
altered
UpdateState_resting,
UpdateState_altered
};
namespace Constant
@ -45,7 +45,9 @@ namespace Oyster
class PHYSICS_DLL_USAGE API
{
public:
typedef void (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
struct SimpleBodyDescription;
struct SphericalBodyDescription;
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
/** Gets the Physics instance. */
@ -71,19 +73,14 @@ namespace Oyster
********************************************************/
virtual void SetGravityConstant( float g ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a subscribed collision occurs.
********************************************************/
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever an object is being destroyed for some reason.
* - Because DestroyObject(...) were called.
* - Out of memory forced engine to destroy an object.
* @param functionPointer: If NULL, an empty default function will be set.
********************************************************/
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
virtual void SetSubscription( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Triggers the engine to run next update frame.
@ -213,9 +210,17 @@ namespace Oyster
/********************************************************
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
* @param desc: @see API::SimpleBodyDescription
* @return A pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SimpleBodyDescription &desc ) const = 0;
/********************************************************
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
* @param desc: @see API::SphericalBodyDescription
* @return A pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateRigidBody( const SphericalBodyDescription &desc ) const = 0;
protected:
virtual ~API() {}
@ -225,6 +230,14 @@ namespace Oyster
class PHYSICS_DLL_USAGE ICustomBody
{
public:
enum SubscriptMessage
{
SubscriptMessage_none,
SubscriptMessage_ignore_collision_response
};
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
virtual ~ICustomBody() {};
/********************************************************
@ -233,11 +246,6 @@ namespace Oyster
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
/********************************************************
* @return true if Engine should call the EventAction_Collision function.
********************************************************/
virtual bool IsSubscribingCollisions() const = 0;
/********************************************************
* @return true if Engine should apply gravity on this object.
********************************************************/
@ -312,6 +320,13 @@ namespace Oyster
********************************************************/
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a collision occurs.
* @param functionPointer: If NULL, an empty default function will be set.
********************************************************/
virtual void SetSubscription( EventAction_Collision functionPointer ) = 0;
/********************************************************
* @param ignore: True if Engine should not apply Gravity.
********************************************************/
@ -323,11 +338,6 @@ namespace Oyster
********************************************************/
virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0;
/********************************************************
* @param subscribeCollision: If is true, engine will call EventAction_Collision when this collides.
********************************************************/
virtual void SetSubscription( bool subscribeCollision ) = 0;
/********************************************************
* To not be called if is in Engine
* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
@ -376,6 +386,50 @@ namespace Oyster
********************************************************/
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;
::Oyster::Math::Float4x4 inertiaTensor;
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->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription = NULL;
this->ignoreGravity = false;
}
};
}
}
#endif

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@ -98,6 +98,18 @@ namespace Utility
return this->ownedInstance != NULL;
}
template<typename Type>
bool UniquePointer<Type>::operator == ( Type *stray ) const
{
return this->ownedInstance == stray;
}
template<typename Type>
bool UniquePointer<Type>::operator != ( Type *stray ) const
{
return this->ownedInstance != stray;
}
template<typename Type>
Type* UniquePointer<Type>::Release()
{
@ -165,6 +177,18 @@ namespace Utility
return this->ownedArray != NULL;
}
template<typename Type>
bool UniqueArray<Type>::operator == ( Type *stray ) const
{
return this->ownedArray == stray;
}
template<typename Type>
bool UniqueArray<Type>::operator != ( Type *stray ) const
{
return this->ownedArray != stray;
}
template<typename Type>
Type* UniqueArray<Type>::Release()
{

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@ -60,6 +60,12 @@ namespace Utility
//! If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
operator bool () const;
//! @return true if this ownedInstance matches with stray
bool operator == ( Type *stray ) const;
//! @return false if this ownedInstance matches with stray
bool operator != ( Type *stray ) const;
//! This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
Type* Release();
@ -104,6 +110,12 @@ namespace Utility
//! If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
operator bool () const;
//! @return true if this ownedInstance matches with stray
bool operator == ( Type *stray ) const;
//! @return false if this ownedInstance matches with stray
bool operator != ( Type *stray ) const;
//! This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
Type* Release();

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@ -9,9 +9,14 @@ using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
RigidBody::RigidBody( const Box &b, Float m )
: box(b), angularMomentum(0.0f), linearMomentum(0.0f), impulseTorqueSum(0.0f), impulseForceSum(0.0f)
RigidBody::RigidBody( const Box &b, Float m, const Float4x4 &inertiaTensor )
{ // by Dan Andersson
this->box = b;
this->angularMomentum = Float3::null;
this->linearMomentum = Float3::null;
this->impulseTorqueSum = Float3::null;
this->impulseForceSum = Float3::null;
if( m != 0.0f )
{
this->mass = m;
@ -21,8 +26,15 @@ RigidBody::RigidBody( const Box &b, Float m )
this->mass = ::Utility::Value::numeric_limits<Float>::epsilon();
}
if( inertiaTensor.GetDeterminant() != 0.0f )
{
this->momentOfInertiaTensor = inertiaTensor;
}
else
{
this->momentOfInertiaTensor = Float4x4::identity;
}
}
RigidBody & RigidBody::operator = ( const RigidBody &body )
{ // by Dan Andersson

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@ -20,7 +20,9 @@ namespace Oyster { namespace Physics3D
impulseTorqueSum, /** The impulse torque T (Nm) that will be consumed each update. (worldValue) */
impulseForceSum; /** The impulse force F (N) that will be consumed each update. (worldValue) */
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(), ::Oyster::Math::Float mass = 1.0f );
RigidBody( const ::Oyster::Collision3D::Box &box = ::Oyster::Collision3D::Box(),
::Oyster::Math::Float mass = 12.0f,
const ::Oyster::Math::Float4x4 &inertiaTensor = ::Oyster::Math::Float4x4::identity );
RigidBody & operator = ( const RigidBody &body );