#include "SimpleRigidBody.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; SimpleRigidBody::SimpleRigidBody() { this->collisionShape = NULL; this->motionState = NULL; this->rigidBody = NULL; this->state.centerPos = Float3(0.0f, 0.0f, 0.0f); this->state.quaternion = Quaternion(Float3(0.0f, 0.0f, 0.0f), 1.0f); this->state.dynamicFrictionCoeff = 0.0f; this->state.staticFrictionCoeff = 0.0f; this->state.mass = 0.0f; this->state.restitutionCoeff = 0.0f; this->state.reach = Float3(0.0f, 0.0f, 0.0f); this->afterCollision = NULL; this->onMovement = NULL; this->customTag = nullptr; } SimpleRigidBody::~SimpleRigidBody() { delete this->motionState; this->motionState = NULL; delete this->collisionShape; this->collisionShape = NULL; delete this->rigidBody; this->rigidBody = NULL; } SimpleRigidBody::State SimpleRigidBody::GetState() const { return this->state; } SimpleRigidBody::State& SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const { targetMem = this->state; return targetMem; } void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) { btTransform trans; btVector3 position(state.centerPos.x, state.centerPos.y, state.centerPos.z); btQuaternion quaternion(state.quaternion.imaginary.x, state.quaternion.imaginary.y, state.quaternion.imaginary.z, state.quaternion.real); this->motionState->getWorldTransform(trans); trans.setRotation(quaternion); trans.setOrigin(position); this->motionState->setWorldTransform(trans); this->rigidBody->setFriction(state.staticFrictionCoeff); this->rigidBody->setRestitution(state.restitutionCoeff); btVector3 fallInertia(0, 0, 0); collisionShape->calculateLocalInertia(state.mass, fallInertia); this->rigidBody->setMassProps(state.mass, fallInertia); this->state = state; } void SimpleRigidBody::ApplyImpulse(Float3 impulse) { this->rigidBody->applyImpulse(btVector3(impulse.x, impulse.y, impulse.z), btVector3(0.0f, 0.0f, 0.0f)); } void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape) { this->collisionShape = shape; } void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState) { this->motionState = motionState; } void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody) { this->rigidBody = rigidBody; } void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function) { this->afterCollision = function; } void SimpleRigidBody::SetSubscription(EventAction_Move function) { this->onMovement = function; } void SimpleRigidBody::SetLinearVelocity(Float3 velocity) { this->rigidBody->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z)); } void SimpleRigidBody::SetPosition(::Oyster::Math::Float3 position) { btTransform trans; trans = this->rigidBody->getWorldTransform(); trans.setOrigin(btVector3(position.x, position.y, position.z)); this->rigidBody->setWorldTransform(trans); this->state.centerPos = position; } void SimpleRigidBody::SetRotation(Float4 quaternion) { btTransform trans; trans = this->rigidBody->getWorldTransform(); trans.setRotation(btQuaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w)); this->rigidBody->setWorldTransform(trans); this->state.quaternion = Quaternion(quaternion.xyz, quaternion.w); } void SimpleRigidBody::SetRotation(::Oyster::Math::Quaternion quaternion) { btTransform trans; trans = this->rigidBody->getWorldTransform(); trans.setRotation(btQuaternion(quaternion.imaginary.x, quaternion.imaginary.y, quaternion.imaginary.z, quaternion.real)); this->rigidBody->setWorldTransform(trans); this->state.quaternion = quaternion; } void SimpleRigidBody::SetRotation(Float3 eulerAngles) { btTransform trans; trans = this->rigidBody->getWorldTransform(); trans.setRotation(btQuaternion(eulerAngles.x, eulerAngles.y, eulerAngles.z)); this->rigidBody->setWorldTransform(trans); this->state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()); } void SimpleRigidBody::SetRotation(::Oyster::Math::Float4x4 rotation) { btTransform trans; btMatrix3x3 newRotation; btVector3 rightVector(rotation.v[0].x, rotation.v[0].y, rotation.v[0].z); btVector3 upVector(rotation.v[1].x, rotation.v[1].y, rotation.v[1].z); btVector3 forwardVector(rotation.v[2].x, rotation.v[2].y, rotation.v[2].z); newRotation[0] = rightVector; newRotation[1] = upVector; newRotation[2] = forwardVector; trans = this->rigidBody->getWorldTransform(); trans.setBasis(newRotation); this->rigidBody->setWorldTransform(trans); btQuaternion quaternion; quaternion = trans.getRotation(); this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); } void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) { if(angularAxis.xyz.GetMagnitude() == 0) { return; } btTransform trans; btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z); btQuaternion quaternion(vector, angularAxis.w); trans = this->rigidBody->getWorldTransform(); trans.setRotation(quaternion); this->rigidBody->setWorldTransform(trans); this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); } void SimpleRigidBody::SetAngularFactor(Float factor) { this->rigidBody->setAngularFactor(factor); } void SimpleRigidBody::SetMass(Float mass) { btVector3 fallInertia(0, 0, 0); collisionShape->calculateLocalInertia(mass, fallInertia); this->rigidBody->setMassProps(mass, fallInertia); this->state.mass = mass; } void SimpleRigidBody::SetGravity(Float3 gravity) { this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z)); this->gravity = gravity; } void SimpleRigidBody::SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) { btTransform trans; btMatrix3x3 rotation; btVector3 upVector(up.x, up.y, up.z); btVector3 rightVector(right.x, right.y, right.z); rotation[1] = upVector.normalized(); rotation[0] = rightVector.normalized(); rotation[2] = rightVector.cross(upVector).normalized(); trans = this->rigidBody->getWorldTransform(); trans.setBasis(rotation); this->rigidBody->setWorldTransform(trans); btQuaternion quaternion; quaternion = trans.getRotation(); this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); } void SimpleRigidBody::SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) { btTransform trans; btMatrix3x3 rotation; btVector3 upVector(up.x, up.y, up.z); btVector3 forwardVector(forward.x, forward.y, forward.z); rotation[1] = upVector.normalized(); rotation[2] = forwardVector.normalized(); rotation[0] = upVector.cross(forwardVector).normalized(); trans = this->rigidBody->getWorldTransform(); trans.setBasis(rotation); this->rigidBody->setWorldTransform(trans); btQuaternion quaternion; quaternion = trans.getRotation(); this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); } void SimpleRigidBody::SetUp(::Oyster::Math::Float3 up) { Float3 vector = Float3(0, 1, 0).Cross(up); if(vector == Float3::null) { return; } Float sine = vector.GetLength(); Float cosine = acos(Float3(0, 1, 0).Dot(up)); btQuaternion quaternion(btVector3(vector.x, vector.y, vector.z),cosine); btTransform trans; trans = this->rigidBody->getWorldTransform(); trans.setRotation(quaternion); this->rigidBody->setWorldTransform(trans); this->state.quaternion = Quaternion(Float3(quaternion.x(), quaternion.y(), quaternion.z()), quaternion.w()); } Float4x4 SimpleRigidBody::GetRotation() const { return this->state.GetRotation(); } Float4 SimpleRigidBody::GetRotationAsAngularAxis() { Float4 axis = Float4::null; Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real); axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real); if(1 - this->state.quaternion.real > 0.001f) { axis.x = this->state.quaternion.imaginary.x/s; axis.y = this->state.quaternion.imaginary.y/s; axis.z = this->state.quaternion.imaginary.z/s; } else { axis.x = this->state.quaternion.imaginary.x; axis.y = this->state.quaternion.imaginary.y; axis.z = this->state.quaternion.imaginary.z; } return axis; } Float4x4 SimpleRigidBody::GetOrientation() const { return this->state.GetOrientation(); } Float4x4 SimpleRigidBody::GetView() const { return this->state.GetView(); } Float4x4 SimpleRigidBody::GetView( const ::Oyster::Math::Float3 &offset ) const { return this->state.GetView(offset); } Float3 SimpleRigidBody::GetGravity() const { return this->rigidBody->getGravity(); } Float3 SimpleRigidBody::GetLinearVelocity() const { return this->rigidBody->getLinearVelocity(); } void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss) { if(this->afterCollision) this->afterCollision(bodyA, bodyB, kineticEnergyLoss); } void SimpleRigidBody::CallSubscription_Move() { if(this->onMovement) this->onMovement(this); } btCollisionShape* SimpleRigidBody::GetCollisionShape() const { return this->collisionShape; } btDefaultMotionState* SimpleRigidBody::GetMotionState() const { return this->motionState; } btRigidBody* SimpleRigidBody::GetRigidBody() const { return this->rigidBody; } void * SimpleRigidBody::GetCustomTag() const { return this->customTag; } void SimpleRigidBody::SetCustomTag( void *ref ) { this->customTag = ref; } void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld) { btTransform xform; this->rigidBody->getMotionState()->getWorldTransform (xform); btVector3 down = -xform.getBasis()[1]; btVector3 forward = xform.getBasis()[2]; down.normalize (); forward.normalize(); this->raySource[0] = xform.getOrigin(); this->raySource[1] = xform.getOrigin(); this->rayTarget[0] = this->raySource[0] + down * this->state.reach.y * btScalar(1.1); this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1); class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback { public: ClosestNotMe (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) { m_me = me; } virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) { if (rayResult.m_collisionObject == m_me) return 1.0; return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); } protected: btRigidBody* m_me; }; ClosestNotMe rayCallback(this->rigidBody); int i = 0; for (i = 0; i < 2; i++) { rayCallback.m_closestHitFraction = 1.0; if((this->raySource[i] - this->rayTarget[i]).length() != 0) collisionWorld->rayTest (this->raySource[i], this->rayTarget[i], rayCallback); if (rayCallback.hasHit()) { this->rayLambda[i] = rayCallback.m_closestHitFraction; } else { this->rayLambda[i] = 1.0; } } } float SimpleRigidBody::GetLamda() const { return this->rayLambda[0]; }