#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->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 16.0f, Float4x4::identity ); this->gravityNormal = Float3::null; this->collisionAction = Default::EventAction_Collision; this->ignoreGravity = false; } SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc ) { this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ), desc.mass, desc.inertiaTensor ); this->gravityNormal = Float3::null; if( desc.subscription ) { this->collisionAction = desc.subscription; } else { this->collisionAction = Default::EventAction_Collision; } this->ignoreGravity = desc.ignoreGravity; } SimpleRigidBody::~SimpleRigidBody() {} UniquePointer SimpleRigidBody::Clone() const { return new SimpleRigidBody( *this ); } SimpleRigidBody::State SimpleRigidBody::GetState() const { return State( this->rigid.box.boundingOffset.xyz, this->rigid.box.center.xyz, AngularAxis(this->rigid.box.rotation).xyz, this->rigid.linearMomentum, this->rigid.angularMomentum ); } SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const { return targetMem = State( this->rigid.box.boundingOffset.xyz, this->rigid.box.center.xyz, AngularAxis(this->rigid.box.rotation).xyz, this->rigid.linearMomentum, this->rigid.angularMomentum ); } void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) { /** @todo TODO: temporary solution! Need to know it's occtree */ this->rigid.box.boundingOffset = state.GetReach(); this->rigid.box.center = state.GetCenterPosition(); this->rigid.box.rotation = state.GetRotation(); } ICustomBody::SubscriptMessage SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { return this->collisionAction( proto, deuter ); } bool SimpleRigidBody::IsAffectedByGravity() const { return !this->ignoreGravity; } bool SimpleRigidBody::Intersects( const ICollideable &shape ) const { return this->rigid.box.Intersects( shape ); } bool SimpleRigidBody::Intersects( const ICollideable &shape, Float4 &worldPointOfContact ) const { return this->rigid.box.Intersects( shape, worldPointOfContact ); } bool SimpleRigidBody::Intersects( const ICustomBody &object, Float4 &worldPointOfContact ) const { return object.Intersects( this->rigid.box, worldPointOfContact ); } Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const { return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() ); } Float4 & SimpleRigidBody::GetNormalAt( const Float4 &worldPos, Float4 &targetMem ) const { //! @todo TODO: better implementation needed return targetMem = (worldPos - this->rigid.box.center).GetNormalized(); } Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const { return targetMem = this->gravityNormal; } Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const { return targetMem = this->rigid.box.center; } Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const { return targetMem = this->rigid.box.rotation; } Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const { return targetMem = this->rigid.GetOrientation(); } Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const { return targetMem = this->rigid.GetView(); } Float3 SimpleRigidBody::GetRigidLinearVelocity() const { return this->rigid.GetLinearVelocity(); } UpdateState SimpleRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); // compare previous and new state and return result //return this->current == this->previous ? UpdateState_resting : UpdateState_altered; return UpdateState_altered; } void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer ) { if( functionPointer ) { this->collisionAction = functionPointer; } else { this->collisionAction = Default::EventAction_Collision; } } void SimpleRigidBody::SetGravity( bool ignore) { this->ignoreGravity = ignore; this->gravityNormal = Float3::null; } void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector ) { this->gravityNormal = normalizedVector; } void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI ) { this->rigid.SetMomentOfInertia_KeepVelocity( localI ); } void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI ) { this->rigid.SetMomentOfInertia_KeepMomentum( localI ); } void SimpleRigidBody::SetMass_KeepVelocity( Float m ) { this->rigid.SetMass_KeepVelocity( m ); } void SimpleRigidBody::SetMass_KeepMomentum( Float m ) { this->rigid.SetMass_KeepMomentum( m ); } void SimpleRigidBody::SetCenter( const Float3 &worldPos ) { this->rigid.SetCenter( worldPos ); } void SimpleRigidBody::SetRotation( const Float4x4 &rotation ) { this->rigid.SetRotation( rotation ); } void SimpleRigidBody::SetOrientation( const Float4x4 &orientation ) { this->rigid.SetOrientation( orientation ); } void SimpleRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); } void SimpleRigidBody::SetMomentum( const Float3 &worldG ) { this->rigid.SetLinearMomentum( worldG ); }