Merge remote-tracking branch 'origin/Physics' into GameLogic

This commit is contained in:
Erik Persson 2014-01-22 10:51:13 +01:00
commit db593f65a2
12 changed files with 164 additions and 12 deletions

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@ -108,7 +108,7 @@ std::vector<ICustomBody*>& Octree::Sample(const Oyster::Collision3D::ICollideabl
return updateList;
}
void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
void Octree::Visit(ICustomBody* customBodyRef, VisitorAction hitAction )
{
auto object = this->mapReferences.find(customBodyRef);
@ -128,13 +128,13 @@ void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
}
}
void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction)
void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, VisitorActionCollideable hitAction)
{
for(unsigned int i = 0; i<this->leafData.size(); i++)
{
if(this->leafData[i].container.Intersects(collideable))
if(collideable.Intersects(this->leafData[i].container))
{
//hitAction(*this, tempRef, i); // @todo TODO: Add typedef to handle function calls with ICollideable
hitAction(*this, i);
}
}
}

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@ -17,7 +17,8 @@ namespace Oyster
public:
static const unsigned int invalid_ref;
typedef void(*VistorAction)(Octree&, unsigned int, unsigned int);
typedef void(*VisitorAction)(Octree&, unsigned int, unsigned int);
typedef void(*VisitorActionCollideable)(Octree&, unsigned int);
struct Data
{
@ -51,8 +52,8 @@ namespace Oyster
std::vector<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList);
std::vector<ICustomBody*>& Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector<ICustomBody*>& updateList);
void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
void Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction );
void Visit(ICustomBody* customBodyRef, VisitorAction hitAction );
void Visit(const Oyster::Collision3D::ICollideable& collideable, VisitorActionCollideable hitAction );
ICustomBody* GetCustomBody(const unsigned int tempRef);

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@ -268,6 +268,11 @@ void API_Impl::RemoveGravity( const API::Gravity &g )
}
}
void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void(hitAction)(Octree&, unsigned int) )
{
this->worldScene.Visit(collideable, hitAction);
}
//void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
//{
// unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );

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@ -35,6 +35,8 @@ namespace Oyster
void AddGravity( const API::Gravity &g );
void RemoveGravity( const API::Gravity &g );
void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void(hitAction)(Octree&, unsigned int) );
//void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
//void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );

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@ -101,7 +101,8 @@ SimpleRigidBody::State SimpleRigidBody::GetState() const
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
this->rigid.centerPos, this->rigid.axis,
this->rigid.momentum_Linear, this->rigid.momentum_Angular );
this->rigid.momentum_Linear, this->rigid.momentum_Angular,
this->rigid.gravityNormal );
}
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
@ -110,7 +111,8 @@ SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targ
this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic,
this->rigid.GetMomentOfInertia(), this->rigid.boundingReach,
this->rigid.centerPos, this->rigid.axis,
this->rigid.momentum_Linear, this->rigid.momentum_Angular );
this->rigid.momentum_Linear, this->rigid.momentum_Angular,
this->rigid.gravityNormal );
}
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
@ -127,6 +129,7 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
this->rigid.SetMass_KeepMomentum( state.GetMass() );
this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
this->rigid.gravityNormal = state.GetGravityNormal();
if( state.IsForwarded() )
{
@ -333,6 +336,7 @@ void SimpleRigidBody::SetGravity( bool ignore)
void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
{
this->gravityNormal = normalizedVector;
this->rigid.gravityNormal = Float4( this->gravityNormal, 0 );
}
void SimpleRigidBody::SetCustomTag( void *ref )

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@ -16,6 +16,7 @@ namespace Oyster
{
class API;
class ICustomBody;
class Octree;
namespace Struct
{
@ -136,6 +137,8 @@ namespace Oyster
********************************************************/
virtual void RemoveGravity( const API::Gravity &g ) = 0;
virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void(hitAction)(Octree&, unsigned int) ) = 0;
///********************************************************
// * Apply force on an object.
// * @param objRef: A pointer to the ICustomBody representing a physical object.
@ -235,6 +238,7 @@ namespace Oyster
};
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
typedef void (*EventAction_CollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
typedef void (*EventAction_Move)( const ICustomBody *object );
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
typedef Struct::SphericalBodyDescription SphericalBodyDescription;

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@ -16,6 +16,9 @@ namespace Oyster
this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
this->size = ::Oyster::Math::Float4( 1.0f );
this->mass = 12.0f;
this->restitutionCoeff = 1.0f;
this->frictionCoeff_Dynamic = 0.5f;
this->frictionCoeff_Static = 0.5f;
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription_onCollision = NULL;
this->subscription_onMovement = NULL;
@ -28,12 +31,15 @@ namespace Oyster
this->centerPosition = ::Oyster::Math::Float4::standard_unit_w;
this->radius = 0.5f;
this->mass = 10.0f;
this->restitutionCoeff = 1.0f;
this->frictionCoeff_Dynamic = 0.5f;
this->frictionCoeff_Static = 0.5f;
this->subscription_onCollision = NULL;
this->subscription_onMovement = NULL;
this->ignoreGravity = false;
}
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 &centerPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum )
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float kineticFrictionCoeff, const ::Oyster::Math::Float4x4 &inertiaTensor, const ::Oyster::Math::Float4 &reach, const ::Oyster::Math::Float4 &centerPos, const ::Oyster::Math::Float4 &rotation, const ::Oyster::Math::Float4 &linearMomentum, const ::Oyster::Math::Float4 &angularMomentum, const ::Oyster::Math::Float4 &gravityNormal )
{
this->mass = mass;
this->restitutionCoeff = restitutionCoeff;
@ -48,6 +54,7 @@ namespace Oyster
this->linearImpulse = this->angularImpulse = ::Oyster::Math::Float4::null;
this->deltaPos = this->deltaAxis = ::Oyster::Math::Float4::null;
this->isSpatiallyAltered = this->isDisturbed = this->isForwarded = false;
this->gravityNormal = gravityNormal;
}
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
@ -69,6 +76,7 @@ namespace Oyster
this->isSpatiallyAltered = state.isSpatiallyAltered;
this->isDisturbed = state.isDisturbed;
this->isForwarded = state.isForwarded;
this->gravityNormal = state.gravityNormal;
return *this;
}
@ -177,6 +185,11 @@ namespace Oyster
return this->deltaAxis;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetGravityNormal() const
{
return this->gravityNormal;
}
inline void CustomBodyState::SetMass_KeepMomentum( ::Oyster::Math::Float m )
{
this->mass = m;
@ -279,6 +292,11 @@ namespace Oyster
this->isDisturbed = true;
}
inline void CustomBodyState::SetGravityNormal( const ::Oyster::Math::Float4 &gravityNormal )
{
this->gravityNormal = gravityNormal;
}
inline void CustomBodyState::AddRotation( const ::Oyster::Math::Float4 &angularAxis )
{
this->angularAxis += angularAxis;

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@ -14,6 +14,9 @@ namespace Oyster { namespace Physics
::Oyster::Math::Float4 centerPosition;
::Oyster::Math::Float4 size;
::Oyster::Math::Float mass;
::Oyster::Math::Float restitutionCoeff;
::Oyster::Math::Float frictionCoeff_Static;
::Oyster::Math::Float frictionCoeff_Dynamic;
::Oyster::Math::Float4x4 inertiaTensor;
::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
@ -28,6 +31,9 @@ namespace Oyster { namespace Physics
::Oyster::Math::Float4 centerPosition;
::Oyster::Math::Float radius;
::Oyster::Math::Float mass;
::Oyster::Math::Float restitutionCoeff;
::Oyster::Math::Float frictionCoeff_Static;
::Oyster::Math::Float frictionCoeff_Dynamic;
::Oyster::Physics::ICustomBody::EventAction_Collision subscription_onCollision;
::Oyster::Physics::ICustomBody::EventAction_Move subscription_onMovement;
bool ignoreGravity;
@ -47,7 +53,8 @@ namespace Oyster { namespace Physics
const ::Oyster::Math::Float4 &centerPos = ::Oyster::Math::Float4::standard_unit_w,
const ::Oyster::Math::Float4 &rotation = ::Oyster::Math::Float4::null,
const ::Oyster::Math::Float4 &linearMomentum = ::Oyster::Math::Float4::null,
const ::Oyster::Math::Float4 &angularMomentum = ::Oyster::Math::Float4::null );
const ::Oyster::Math::Float4 &angularMomentum = ::Oyster::Math::Float4::null,
const ::Oyster::Math::Float4 &gravityNormal = ::Oyster::Math::Float4::null);
CustomBodyState & operator = ( const CustomBodyState &state );
@ -72,6 +79,7 @@ namespace Oyster { namespace Physics
const ::Oyster::Math::Float4 & GetAngularImpulse() const;
const ::Oyster::Math::Float4 & GetForward_DeltaPos() const;
const ::Oyster::Math::Float4 & GetForward_DeltaAxis() const;
const ::Oyster::Math::Float4 & GetGravityNormal() const;
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
@ -89,6 +97,7 @@ namespace Oyster { namespace Physics
void SetAngularMomentum( const ::Oyster::Math::Float4 &h );
void SetLinearImpulse( const ::Oyster::Math::Float4 &j );
void SetAngularImpulse( const ::Oyster::Math::Float4 &j );
void SetGravityNormal( const ::Oyster::Math::Float4 &gravityNormal );
void AddRotation( const ::Oyster::Math::Float4 &angularAxis );
void AddTranslation( const ::Oyster::Math::Float4 &deltaPos );
@ -109,6 +118,7 @@ namespace Oyster { namespace Physics
::Oyster::Math::Float4 linearMomentum, angularMomentum;
::Oyster::Math::Float4 linearImpulse, angularImpulse;
::Oyster::Math::Float4 deltaPos, deltaAxis; // Forwarding data sum
::Oyster::Math::Float4 gravityNormal;
bool isSpatiallyAltered, isDisturbed, isForwarded;
};

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@ -327,6 +327,10 @@ namespace Utility
inline ValueType Min( const ValueType &valueA, const ValueType &valueB )
{ return valueA < valueB ? valueA : valueB; }
template<typename ValueType>
inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max )
{ return value < min ? Max( value, max ) : min; }
template<typename ValueType>
inline ValueType Average( const ValueType &valueA, const ValueType &valueB )
{ return (valueA + valueB) * 0.5f; }

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@ -146,6 +146,64 @@ namespace LinearAlgebra
targetMem = out * (in.GetAdjoint() /= d);
return true;
}
/********************************************************************
* Linear Interpolation
* @return start * (1-t) + end * t
********************************************************************/
template<typename PointType, typename ScalarType>
inline PointType Lerp( const PointType &start, const PointType &end, const ScalarType &t )
{
return end * t + start * ( 1 - t );
}
/********************************************************************
* Normalized Linear Interpolation
* @return nullvector if Lerp( start, end, t ) is nullvector.
********************************************************************/
template<typename ScalarType>
inline Vector2<ScalarType> Nlerp( const Vector2<ScalarType> &start, const Vector2<ScalarType> &end, const ScalarType &t )
{
Vector2<ScalarType> output = Lerp( start, end, t );
ScalarType magnitudeSquared = output.Dot( output );
if( magnitudeSquared != 0 )
{
return output /= (ScalarType)::std::sqrt( magnitudeSquared );
}
return output; // error: returning nullvector
}
/********************************************************************
* Normalized Linear Interpolation
* @return nullvector if Lerp( start, end, t ) is nullvector.
********************************************************************/
template<typename ScalarType>
inline Vector3<ScalarType> Nlerp( const Vector3<ScalarType> &start, const Vector3<ScalarType> &end, const ScalarType &t )
{
Vector3<ScalarType> output = Lerp( start, end, t );
ScalarType magnitudeSquared = output.Dot( output );
if( magnitudeSquared != 0 )
{
return output /= (ScalarType)::std::sqrt( magnitudeSquared );
}
return output; // error: returning nullvector
}
/********************************************************************
* Normalized Linear Interpolation
* @return nullvector if Lerp( start, end, t ) is nullvector.
********************************************************************/
template<typename ScalarType>
inline Vector4<ScalarType> Nlerp( const Vector4<ScalarType> &start, const Vector4<ScalarType> &end, const ScalarType &t )
{
Vector4<ScalarType> output = Lerp( start, end, t );
ScalarType magnitudeSquared = output.Dot( output );
if( magnitudeSquared != 0 )
{
return output /= (ScalarType)::std::sqrt( magnitudeSquared );
}
return output; // error: returning nullvector
}
}
namespace LinearAlgebra2D
@ -668,6 +726,36 @@ namespace LinearAlgebra3D
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> NormalProjection( const ::LinearAlgebra::Vector4<ScalarType> &vector, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
{ return normalizedAxis * ( vector.Dot(normalizedAxis) ); }
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & SnapAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis )
{
ScalarType projectedMagnitude = rotation.v[0].Dot( normalizedAxis );
if( projectedMagnitude == 1 )
{ // infinite possible solutions -> roadtrip!
::LinearAlgebra::Vector4<ScalarType> interpolated = ::LinearAlgebra::Nlerp( rotation.v[1], normalizedAxis, (ScalarType)0.5f );
// interpolated.Dot( interpolated ) == 0 should be impossible at this point
projectedMagnitude = rotation.v[0].Dot( interpolated );
rotation.v[0] -= projectedMagnitude * interpolated;
rotation.v[0].Normalize();
projectedMagnitude = rotation.v[0].Dot( normalizedAxis );
}
rotation.v[0] -= projectedMagnitude * normalizedAxis;
rotation.v[0].Normalize();
rotation.v[1] = normalizedAxis;
rotation.v[2].xyz = rotation.v[0].xyz.Cross( rotation.v[1].xyz );
return rotation;
}
template<typename ScalarType>
::LinearAlgebra::Matrix4x4<ScalarType> & InterpolateAxisYToNormal_UsingNlerp( ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector4<ScalarType> &normalizedAxis, ScalarType t )
{
::LinearAlgebra::Vector4<ScalarType> interpolated = ::LinearAlgebra::Nlerp( rotation.v[1], normalizedAxis, t );
if( interpolated.Dot(interpolated) == 0 )
return rotation; // return no change
return SnapAxisYToNormal_UsingNlerp( rotation, interpolated );
}
}
#include "Utilities.h"

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@ -45,6 +45,18 @@ namespace Oyster { namespace Math //! Oyster's native math library
//! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
//! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float4x4 &in, const Float4x4 &out, Float4x4 &targetMem );
/********************************************************************
* Linear Interpolation
* @return start * (1-t) + end * t
********************************************************************/
using ::LinearAlgebra::Lerp;
/********************************************************************
* Normalized Linear Interpolation
* @return nullvector if Lerp( start, end, t ) is nullvector.
********************************************************************/
using ::LinearAlgebra::Nlerp;
} }
inline ::Oyster::Math::Float2 & operator *= ( ::Oyster::Math::Float2 &left, const ::Oyster::Math::Float2 &right )
@ -328,6 +340,9 @@ namespace Oyster { namespace Math3D //! Oyster's native math library specialized
//! Helper inline function that sets and then returns targetMem = transformer * transformee
inline Float4 & TransformVector( const Float4x4 &transformer, const Float4 &transformee, Float4 &targetMem = Float4() )
{ return targetMem = transformer * transformee; }
using ::LinearAlgebra3D::SnapAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
} }
#endif

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@ -20,7 +20,8 @@ namespace Oyster { namespace Physics3D
momentum_Linear, //!< The linear momentum G (kg*m/s).
momentum_Angular, //!< The angular momentum H (Nm*s) around an parallell axis.
impulse_Linear, //!< The linear impulse sum Jl (kg*m/s) that will be consumed each update.
impulse_Angular; //!< The angular impulse sum Ja (kg*m^2/s) that will be consumed each update.
impulse_Angular, //!< The angular impulse sum Ja (kg*m^2/s) that will be consumed each update.
gravityNormal;
::Oyster::Math::Float restitutionCoeff, //!<
frictionCoeff_Static, //!<
frictionCoeff_Kinetic; //!<