#include "Object.h" #include "OysterMath.h" #include "CollisionManager.h" #include "GID.h" #include "PhysicsAPI.h" #include "Game.h" using namespace GameLogic; using namespace Oyster::Math; using namespace Oyster::Physics; const Game *Object::gameInstance = (Game*)(&Game::Instance()); Object::Object() { API::SimpleBodyDescription sbDesc; this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); Oyster::Physics::API::Instance().AddObject(rigidBody); this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN; this->objectID = GID(); this->currPhysicsState = this->rigidBody->GetState(); this->newPhysicsState = this->currPhysicsState; } Object::Object(OBJECT_TYPE type) { API::SimpleBodyDescription sbDesc; this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); Oyster::Physics::API::Instance().AddObject(rigidBody); this->type = type; this->objectID = GID(); this->currPhysicsState = this->rigidBody->GetState(); this->newPhysicsState = this->currPhysicsState; } Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) { Oyster::Physics::API::Instance().AddObject(rigidBody); this->rigidBody = rigidBody; this->type = type; this->objectID = GID(); this->currPhysicsState = this->rigidBody->GetState(); this->newPhysicsState = this->currPhysicsState; } Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) { API::SimpleBodyDescription sbDesc; this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); Oyster::Physics::API::Instance().AddObject(rigidBody); this->type = type; this->objectID = GID(); this->currPhysicsState = this->rigidBody->GetState(); this->newPhysicsState = this->currPhysicsState; } Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) { Oyster::Physics::API::Instance().AddObject(rigidBody); this->rigidBody = rigidBody; this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore)); this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; this->objectID = GID(); this->currPhysicsState = this->rigidBody->GetState(); this->newPhysicsState = this->currPhysicsState; } Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type) { Oyster::Physics::API::Instance().AddObject(rigidBody); this->rigidBody = rigidBody; this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore)); this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); this->type = type; this->objectID = GID(); this->currPhysicsState = this->rigidBody->GetState(); this->newPhysicsState = this->currPhysicsState; } void Object::ApplyLinearImpulse(Oyster::Math::Float3 force) { newPhysicsState.ApplyLinearImpulse(force); } Object::~Object(void) { } OBJECT_TYPE Object::GetObjectType() const { return this->type; } int Object::GetID() const { return this->objectID; } Oyster::Physics::ICustomBody* Object::GetRigidBody() { return this->rigidBody; } void Object::BeginFrame() { if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum()) { //error int i =0 ; } if(currPhysicsState.GetCenterPosition() !=currPhysicsState.GetCenterPosition()) { //error int i =0 ; } if(currPhysicsState.GetAngularAxis() !=currPhysicsState.GetAngularAxis()) { //error int i =0 ; } this->rigidBody->SetState(this->newPhysicsState); } // update physic void Object::EndFrame() { if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum()) { //error int i =0 ; } this->currPhysicsState = this->rigidBody->GetState(); if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum()) { //error int i =0 ; } if(currPhysicsState.GetGravityNormal() !=currPhysicsState.GetGravityNormal()) { //error int i =0 ; } //if(currPhysicsState.GetGravityNormal()!= Float3::null) { Oyster::Math::Float4 axis; Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(currPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, Oyster::Math::Float4(currPhysicsState.GetCenterPosition().GetNormalized(), 0), axis); if(axis !=axis) { //error int i =0 ; } axis.Normalize(); currPhysicsState.SetRotation(axis.xyz); currPhysicsState.SetAngularMomentum(Float3::null); //Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y); //debug += currPhysicsState.GetGravityNormal(); } //Oyster::Math::Float3 pos = currPhysicsState.GetCenterPosition(); //Oyster::Math::Float3 up = -currPhysicsState.GetGravityNormal(); //300, 0,0, //1,0,0 /*if( pos.GetLength() < 301.5f) { Oyster::Math::Float moveUp = 301.5 - pos.GetLength(); up *= moveUp; currPhysicsState.SetCenterPosition(pos + up); }*/ if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum()) { //error int i =0 ; } this->newPhysicsState = this->currPhysicsState; } void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter)) { this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore)); } void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)) { this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter)); } Oyster::Math::Float3 Object::GetPosition() { Oyster::Physics::ICustomBody::State state; state = this->rigidBody->GetState(); return state.GetCenterPosition(); } Oyster::Math::Float4x4 Object::GetOrientation() { Oyster::Physics::ICustomBody::State state; state = this->rigidBody->GetState(); return state.GetOrientation(); }