#include "PhysicsAPI_Impl.h" #include "OysterPhysics3D.h" #include "SimpleRigidBody.h" #include "SphericalRigidBody.h" using namespace ::Oyster; using namespace ::Oyster::Physics; using namespace ::Oyster::Math; using namespace ::Oyster::Collision3D; using namespace ::Utility::DynamicMemory; using namespace ::Utility::Value; API_Impl API_instance; namespace { void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef ) { /** @todo TODO: OnPossibleCollision is a temporary solution .*/ auto proto = worldScene.GetCustomBody( protoTempRef ); auto deuter = worldScene.GetCustomBody( deuterTempRef ); Float4 worldPointOfContact; if( proto->Intersects(*deuter, worldPointOfContact) ) { // Apply CollisionResponse in pure gather pattern ICustomBody::State protoState; proto->GetState( protoState ); ICustomBody::State deuterState; deuter->GetState( deuterState ); Float4 protoG = protoState.GetLinearMomentum(worldPointOfContact.xyz ), deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz ); // calc from perspective of deuter Float4 normal; deuter->GetNormalAt( worldPointOfContact, normal ); Float protoG_Magnitude = protoG.Dot( normal ), deuterG_Magnitude = deuterG.Dot( normal ); // if they are not relatively moving towards eachother, there is no collision Float deltaPos = normal.Dot( Float4(deuterState.GetCenterPosition(), 1) - Float4(protoState.GetCenterPosition(), 1) ); if( deltaPos < 0.0f ) { if( protoG_Magnitude >= deuterG_Magnitude ) { return; } } else if( deltaPos > 0.0f ) { if( protoG_Magnitude <= deuterG_Magnitude ) { return; } } else { return; } if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_ignore_collision_response ) { return; } // bounce Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(), deuterState.GetMass(), deuterG_Magnitude, protoState.GetMass(), protoG_Magnitude ); // calc from perspective of proto proto->GetNormalAt( worldPointOfContact, normal ); protoG_Magnitude = protoG.Dot( normal ), deuterG_Magnitude = deuterG.Dot( normal ); // bounce Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(), protoState.GetMass(), protoG_Magnitude, deuterState.GetMass(), deuterG_Magnitude ); Float4 bounce = Average( bounceD, bounceP ); Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() ); protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz ); proto->SetState( protoState ); Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() ); proto->CallSubscription_AfterCollisionResponse( deuter, kineticEnergyPBefore - kineticEnergyPAFter ); } } } API & API::Instance() { return API_instance; } API_Impl::API_Impl() { this->gravityConstant = Constant::gravity_constant; this->epsilon = Constant::epsilon; this->updateFrameLength = 1.0f / 120.0f; this->destructionAction = Default::EventAction_Destruction; this->gravity = ::std::vector(); this->worldScene = Octree(); } API_Impl::~API_Impl() {} void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize ) { unsigned char numLayers = 4; //!< @todo TODO: calc numLayers from worldSize this->gravity.resize( 0 ); this->gravity.reserve( numGravityWells ); this->worldScene = Octree( numObjects, numLayers, worldSize ); } void API_Impl::SetFrameTimeLength( float deltaTime ) { this->updateFrameLength = deltaTime; } void API_Impl::SetGravityConstant( float g ) { this->gravityConstant = g; } void API_Impl::SetEpsilon( float e ) { this->epsilon = e; } void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer ) { if( functionPointer ) { this->destructionAction = functionPointer; } else { this->destructionAction = Default::EventAction_Destruction; } } float API_Impl::GetFrameTimeLength() const { return this->updateFrameLength; } void API_Impl::Update() { /** @todo TODO: Update is a temporary solution .*/ ::std::vector updateList; auto proto = this->worldScene.Sample( Universe(), updateList ).begin(); ICustomBody::State state; for( ; proto != updateList.end(); ++proto ) { // Step 1: Apply Gravity Float4 gravityImpulse = Float4::null; (*proto)->GetState( state ); for( ::std::vector::size_type i = 0; i < this->gravity.size(); ++i ) { switch( this->gravity[i].gravityType ) { case Gravity::GravityType_Well: { Float4 d = Float4( this->gravity[i].well.position, 1.0f ) - Float4( state.GetCenterPosition(), 1.0f ); Float rSquared = d.Dot( d ); if( rSquared != 0.0 ) { Float force = Physics3D::Formula::ForceField( this->gravityConstant, state.GetMass(), this->gravity[i].well.mass, rSquared ); gravityImpulse += (this->updateFrameLength * force / ::std::sqrt(rSquared)) * d; } break; } case Gravity::GravityType_Directed: gravityImpulse += Float4( this->gravity[i].directed.impulse, 0.0f ); break; // case Gravity::GravityType_DirectedField: // //this->gravity[i].directedField. // //! TODO: @todo rethink // break; default: break; } } if( gravityImpulse != Float4::null ) { state.ApplyLinearImpulse( gravityImpulse.xyz ); (*proto)->SetGravityNormal( gravityImpulse.GetNormalized().xyz ); (*proto)->SetState( state ); } // Step 2: Apply Collision Response this->worldScene.Visit( *proto, OnPossibleCollision ); } proto = updateList.begin(); for( ; proto != updateList.end(); ++proto ) { Float3 lM = state.GetLinearMomentum() + state.GetLinearImpulse(); if( lM.x < this->epsilon ) { state.SetLinearMomentum( Float3(0, lM.y, lM.z) ); state.SetLinearImpulse( Float3(0, lM.y, lM.z) ); } if( lM.y < this->epsilon ) { state.SetLinearMomentum( Float3(lM.x, 0, lM.z) ); state.SetLinearImpulse( Float3(lM.x, 0, lM.z) ); } if( lM.z < this->epsilon ) { state.SetLinearMomentum( Float3(lM.x, lM.y, 0) ); state.SetLinearImpulse( Float3(lM.x, lM.y, 0) ); } switch( (*proto)->Update(this->updateFrameLength) ) { case UpdateState_altered: this->worldScene.SetAsAltered( this->worldScene.GetTemporaryReferenceOf(*proto) ); (*proto)->CallSubscription_Move(); case UpdateState_resting: default: break; } } } bool API_Impl::IsInLimbo( const ICustomBody* objRef ) { //! @todo TODO: implement stub return true; } void API_Impl::MoveToLimbo( const ICustomBody* objRef ) { /** @todo TODO: Fix this function.*/ } void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef ) { /** @todo TODO: Fix this function.*/ } void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer handle ) { this->worldScene.AddObject( handle ); } UniquePointer API_Impl::ExtractObject( const ICustomBody* objRef ) { return this->worldScene.Extract( objRef ); } void API_Impl::DestroyObject( const ICustomBody* objRef ) { UniquePointer object = this->worldScene.Extract( objRef ); if( object ) { this->destructionAction( object ); } } void API_Impl::AddGravity( const API::Gravity &g ) { this->gravity.push_back( g ); } void API_Impl::RemoveGravity( const API::Gravity &g ) { for( ::std::vector::size_type i = this->gravity.size() - 1; i >= 0; --i ) { if( g == this->gravity[i] ) { int end = this->gravity.size() - 1; this->gravity[i] = this->gravity[end]; this->gravity.resize( end ); } } } void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) { this->worldScene.Visit(collideable, args, hitAction); } //void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF ) //{ // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // //this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function // this->worldScene.SetAsAltered( tempRef ); // } //} // //void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI ) //{ // deprecated // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepVelocity( localI ); // } //} // //void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI ) //{ // deprecated // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepMomentum( localI ); // } //} // //void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m ) //{ // deprecated // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetMass_KeepVelocity( m ); // } //} // //void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m ) //{ // deprecated // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetMass_KeepMomentum( m ); // } //} // //void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos ) //{ // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // //this->worldScene.GetCustomBody( tempRef )->Set //!< @todo TODO: need function // this->worldScene.EvaluatePosition( tempRef ); // } //} // //void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation ) //{ // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetRotation( rotation ); // this->worldScene.EvaluatePosition( tempRef ); // } //} // //void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation ) //{ // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetOrientation( orientation ); // this->worldScene.EvaluatePosition( tempRef ); // } //} // //void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size ) //{ // unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); // if( tempRef != this->worldScene.invalid_ref ) // { // this->worldScene.GetCustomBody( tempRef )->SetSize( size ); // this->worldScene.EvaluatePosition( tempRef ); // } //} UniquePointer API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const { return new SimpleRigidBody( desc ); } UniquePointer API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const { return new SphericalRigidBody( desc ); } 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_BeforeCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter ) { /* Do nothing except returning business as usual. */ return ::Oyster::Physics::ICustomBody::SubscriptMessage_none; } void EventAction_AfterCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss ) { /* Do nothing except returning business as usual. */ } void EventAction_Move( const ::Oyster::Physics::ICustomBody *object ) { /* Do nothing. */ } } } }