#ifndef PHYSICS_API_H #define PHYSICS_API_H #include "OysterCollision3D.h" #include "OysterMath.h" #if defined PHYSICS_DLL_EXPORT #define PHYSICS_DLL_USAGE __declspec(dllexport) #else #define PHYSICS_DLL_USAGE __declspec(dllimport) #endif namespace Oyster { namespace Physics { class API; class ICustomBody; enum UpdateState { UpdateState_resting, UpdateState_altered }; namespace Constant { const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields. } class PHYSICS_DLL_USAGE MomentOfInertia { public: static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); }; class PHYSICS_DLL_USAGE API { public: struct SimpleBodyDescription; struct SphericalBodyDescription; typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer proto ); /** Gets the Physics instance. */ static API & Instance(); /******************************************************** * Clears all content and reset Engine assetts such as buffers. * @param numObjects: The predicted max number of active objects. * @param numGravityWells: The predicted max number of active gravity wells. * @param worldSize: The size of acceptable physics space. ********************************************************/ virtual void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ) = 0; /******************************************************** * Sets the time length of each physics update frame. ********************************************************/ virtual void SetDeltaTime( float seconds ) = 0; /******************************************************** * Sets the Gravityconstant in the physics that will be * used in ForceField calculations. * @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2] ********************************************************/ virtual void SetGravityConstant( float g ) = 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 SetSubscription( EventAction_Destruction functionPointer ) = 0; /******************************************************** * Triggers the engine to run next update frame. * All accumulated forces and changes will be consumed. * EventAction functions might be called. ********************************************************/ virtual void Update() = 0; /******************************************************** * An object in limbo state will be ignored during the physics frame Update. * @param objRef: A pointer to the ICustomBody representing a physical object. * @return true if object is in limbo state. ********************************************************/ virtual bool IsInLimbo( const ICustomBody* objRef ) = 0; /******************************************************** * An object in limbo state will be ignored during the physics frame Update. * This will put an object in Limbo state. * @param objRef: A pointer to the ICustomBody representing a physical object. ********************************************************/ virtual void MoveToLimbo( const ICustomBody* objRef ) = 0; /******************************************************** * An object in limbo state will be ignored during the physics frame Update. * This will clear the accumulated force/torque and remove the Limbo state. * @param objRef: A pointer to the ICustomBody representing a physical object. ********************************************************/ virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0; /******************************************************** * Introduces a new object into the engine. * @param handle: A pointer along with the responsibility to delete. ********************************************************/ virtual void AddObject( ::Utility::DynamicMemory::UniquePointer handle ) = 0; /******************************************************** * Fetches and removes an object from the engine. * Will not call the provided EventAction_Destruction method. * @param objRef: A pointer to the ICustomBody representing a physical object. * @return A pointer along with the responsibility to delete. NULL if faulty objRef. ********************************************************/ virtual ::Utility::DynamicMemory::UniquePointer ExtractObject( const ICustomBody* objRef ) = 0; /******************************************************** * Removes an object from the engine. * Will call the provided EventAction_Destruction method. Not if objRef is faulty. * @param objRef: A pointer to the ICustomBody representing a physical object. ********************************************************/ virtual void DestroyObject( const ICustomBody* objRef ) = 0; /******************************************************** * Apply force on an object. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param worldPos: Relative to the world origo. (Not relative to object) [m] * @param worldF: Vector with the direction and magnitude of the force. [N] ********************************************************/ virtual void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0; /******************************************************** * Apply force on an object. * @param objRefA: A pointer to the ICustomBody representing a physical object. * @param objRefB: A pointer to the ICustomBody representing a physical object. * @param deltaWhen: The elapsed simulation time since last update frame. [s] * @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m] ********************************************************/ virtual void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0; /******************************************************** * Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity. * Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace. ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0; /******************************************************** * Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum. * Noticeable effect: The angular velocity will change. Can be used to create slow effects. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace. ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ) = 0; /******************************************************** * Sets the mass of an object without changing it's linear velocity. * Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param m: [kg] ********************************************************/ virtual void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0; /******************************************************** * Sets the mass of an object without changing it's linear velocity. * Noticeable effect: The linear velocity will change. Can be used to create slow effects. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param m: [kg] ********************************************************/ virtual void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ) = 0; /******************************************************** * Instantly moves an object. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param worldPos: Relative to the world origo. (Not relative to object) [m] ********************************************************/ virtual void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ) = 0; /******************************************************** * Instantly redirects object. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param rotation: New rotation. ********************************************************/ virtual void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0; /******************************************************** * Instantly moves and redirects object. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param orientation: New orientation. ********************************************************/ virtual void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0; /******************************************************** * Resizes the boundingBox. * @param objRef: A pointer to the ICustomBody representing a physical object. * @param size: New size of this [m] ********************************************************/ virtual void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size ) = 0; /******************************************************** * 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 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 CreateRigidBody( const SphericalBodyDescription &desc ) const = 0; protected: virtual ~API() {} }; //! The root interface for all physical representations processable by the engine. 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() {}; /******************************************************** * Creates a complete copy of the current (type)object. * @return An ICustomBody pointer along with the responsibility to delete. ********************************************************/ virtual ::Utility::DynamicMemory::UniquePointer Clone() const = 0; /******************************************************** * @return true if Engine should apply gravity on this object. ********************************************************/ virtual bool IsAffectedByGravity() const = 0; /******************************************************** * Performs a detailed Intersect test and returns if, when and where. * @param object: What this is intersect testing against. * @param timeStepLength: The value set by API::SetDeltaTime(...) * @param deltaWhen: Time in seconds since last update frame til timeOfContact. 0.0f <= deltaWhen <= timeStepLength * @param worldPointOfContact: Where at timeOfContact, this and object touches eachother. * @return true if this truly intersects with object. ********************************************************/ virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0; /******************************************************** * param shape: Any defined sample shape. * @return true if this truly intersects with shape. ********************************************************/ virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0; /******************************************************** * Required by Engine's Collision Search. * @param targetMem: Provided memory that written into and then returned. * @return a sphere shape that contains the ICustomBody. ********************************************************/ virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0; /******************************************************** * Required by Engine's Collision Responsing. * @param worldPos: Should be worldPointOfContact from Intersects( ... ) * @param targetMem: Provided memory that written into and then returned. * @return a surface normal in worldSpace. ********************************************************/ virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; /******************************************************** * The gravity normal will have same direction as the total gravity force pulling on this and have the magnitude of 1.0f. * @param targetMem: Provided memory that written into and then returned. * @return a normalized vector in worldSpace. Exception: Null vector if no gravity been applied. ********************************************************/ virtual ::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; /******************************************************** * The world position of this center of gravity. * @param targetMem: Provided memory that written into and then returned. * @return a position in worldSpace. ********************************************************/ virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; /******************************************************** * @param targetMem: Provided memory that written into and then returned. * @return a copy of this's rotation matrix. ********************************************************/ virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; /******************************************************** * @param targetMem: Provided memory that written into and then returned. * @return a copy of this's orientation matrix. ********************************************************/ virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; /******************************************************** * @param targetMem: Provided memory that written into and then returned. * @return a copy of this's view matrix. ********************************************************/ virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; /******************************************************** * To not be called if is in Engine * Is called during API::Update ********************************************************/ 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. ********************************************************/ virtual void SetGravity( bool ignore) = 0; /******************************************************** * Used by Engine * @param normalizedVector: Should have same direction as the pullinggravity. ********************************************************/ virtual void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetMomentOfInertiaTensor_KeepMomentum(...) ********************************************************/ virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetMass_KeepVelocity(...) ********************************************************/ virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetMass_KeepMomentum(...) ********************************************************/ virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetCenter(...) ********************************************************/ virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetRotation(...) ********************************************************/ virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetOrientation(...) ********************************************************/ virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0; /******************************************************** * To not be called if is in Engine * Use API::SetSize(...) ********************************************************/ 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