#include "SphericalRigidBody.h" #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; SphericalRigidBody::SphericalRigidBody() { this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 10.0f, Float4x4::identity ); this->gravityNormal = Float3::null; this->collisionAction = Default::EventAction_Collision; this->ignoreGravity = false; this->scene = nullptr; this->body = Sphere( Float3::null, 0.5f ); } SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &desc ) { this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition.xyz, Float3(2.0f * desc.radius) ), desc.mass, Formula::MomentOfInertia::CreateSphereMatrix( desc.mass, desc.radius ) ); this->gravityNormal = Float3::null; if( desc.subscription ) { this->collisionAction = desc.subscription; } else { this->collisionAction = Default::EventAction_Collision; } this->ignoreGravity = desc.ignoreGravity; this->scene = nullptr; this->body = Sphere( desc.centerPosition, desc.radius ); } SphericalRigidBody::~SphericalRigidBody() {} UniquePointer SphericalRigidBody::Clone() const { return new SphericalRigidBody( *this ); } SphericalRigidBody::State SphericalRigidBody::GetState() const { return State( this->rigid.GetMass(), this->rigid.restitutionCoeff, this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic, this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation), Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) ); } SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const { return targetMem = State( this->rigid.GetMass(), this->rigid.restitutionCoeff, this->rigid.frictionCoeff_Static, this->rigid.frictionCoeff_Kinetic, this->rigid.GetMomentOfInertia(), this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation), Float4(this->rigid.linearMomentum, 0.0f), Float4(this->rigid.angularMomentum, 0.0f) ); } void SphericalRigidBody::SetState( const SphericalRigidBody::State &state ) { this->rigid.box.boundingOffset = state.GetReach(); this->rigid.box.center = state.GetCenterPosition(); this->rigid.box.rotation = state.GetRotation(); this->rigid.angularMomentum = state.GetAngularMomentum().xyz; this->rigid.linearMomentum = state.GetLinearMomentum().xyz; this->rigid.impulseTorqueSum += state.GetAngularImpulse().xyz; this->rigid.impulseForceSum += state.GetLinearImpulse().xyz; this->rigid.restitutionCoeff = state.GetRestitutionCoeff(); this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static(); this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic(); if( this->scene ) { if( state.IsSpatiallyAltered() ) { unsigned int tempRef = this->scene->GetTemporaryReferenceOf( this ); this->scene->SetAsAltered( tempRef ); this->scene->EvaluatePosition( tempRef ); } else if( state.IsDisturbed() ) { this->scene->SetAsAltered( this->scene->GetTemporaryReferenceOf(this) ); } } } ICustomBody::SubscriptMessage SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { return this->collisionAction( proto, deuter ); } bool SphericalRigidBody::IsAffectedByGravity() const { return !this->ignoreGravity; } bool SphericalRigidBody::Intersects( const ICollideable &shape ) const { return Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.x ).Intersects( shape ); } bool SphericalRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const { return Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.x ).Intersects( shape, worldPointOfContact ); } bool SphericalRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const { return object.Intersects( Sphere(this->rigid.box.center, this->rigid.box.boundingOffset.x), worldPointOfContact ); } Sphere & SphericalRigidBody::GetBoundingSphere( Sphere &targetMem ) const { return targetMem = this->body; } Float4 & SphericalRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const { return targetMem = (worldPos - this->rigid.box.center).GetNormalized(); } Float3 & SphericalRigidBody::GetGravityNormal( Float3 &targetMem ) const { return targetMem = this->gravityNormal; } //Float3 & SphericalRigidBody::GetCenter( Float3 &targetMem ) const //{ // return targetMem = this->rigid.box.center; //} // //Float4x4 & SphericalRigidBody::GetRotation( Float4x4 &targetMem ) const //{ // return targetMem = this->rigid.box.rotation; //} // //Float4x4 & SphericalRigidBody::GetOrientation( Float4x4 &targetMem ) const //{ // return targetMem = this->rigid.GetOrientation(); //} // //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 ); this->body.center = this->rigid.GetCenter(); // compare previous and new state and return result //return this->current == this->previous ? UpdateState_resting : UpdateState_altered; return UpdateState_altered; } void SphericalRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer ) { if( functionPointer ) { this->collisionAction = functionPointer; } else { this->collisionAction = Default::EventAction_Collision; } } void SphericalRigidBody::SetScene( void *scene ) { this->scene = (Octree*)scene; } void SphericalRigidBody::SetGravity( bool ignore ) { this->ignoreGravity = ignore; this->gravityNormal = Float3::null; } void SphericalRigidBody::SetGravityNormal( const Float3 &normalizedVector ) { this->gravityNormal = normalizedVector; } //void SphericalRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) //{ // this->rigid.SetMomentOfInertia_KeepVelocity( localI ); //} // //void SphericalRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) //{ // this->rigid.SetMomentOfInertia_KeepMomentum( localI ); //} // //void SphericalRigidBody::SetMass_KeepVelocity( Float m ) //{ // this->rigid.SetMass_KeepVelocity( m ); //} // //void SphericalRigidBody::SetMass_KeepMomentum( Float m ) //{ // this->rigid.SetMass_KeepMomentum( m ); //} // //void SphericalRigidBody::SetCenter( const Float3 &worldPos ) //{ // this->rigid.SetCenter( worldPos ); // this->body.center = worldPos; //} // //void SphericalRigidBody::SetRotation( const Float4x4 &rotation ) //{ // this->rigid.SetRotation( rotation ); //} // //void SphericalRigidBody::SetOrientation( const Float4x4 &orientation ) //{ // this->rigid.SetOrientation( orientation ); // this->body.center = orientation.v[3].xyz; //} // //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 ); //}