188 lines
7.9 KiB
C++
188 lines
7.9 KiB
C++
#ifndef PHYSICS_API_H
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#define PHYSICS_API_H
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#include "OysterCollision3D.h"
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#include "OysterMath.h"
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#if defined PHYSICS_DLL_EXPORT
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#define PHYSICS_DLL_USAGE __declspec(dllexport)
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#else
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#define PHYSICS_DLL_USAGE __declspec(dllimport)
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#endif
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namespace Oyster
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{
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namespace Physics
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{
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class API;
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class ICustomBody;
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namespace Struct
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{
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struct SimpleBodyDescription;
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struct SphericalBodyDescription;
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struct CustomBodyState;
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struct Gravity;
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}
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enum UpdateState
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{
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UpdateState_resting,
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UpdateState_altered
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};
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namespace Constant
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{
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const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
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const float epsilon = (const float)1.0e-3;
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}
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class PHYSICS_DLL_USAGE API
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{
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public:
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typedef Struct::SimpleBodyDescription SimpleBodyDescription;
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typedef Struct::SphericalBodyDescription SphericalBodyDescription;
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typedef Struct::Gravity Gravity;
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typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
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typedef void (*EventAction_ApplyEffect)(ICustomBody* collidedBody, void* args);
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/** Gets the Physics instance. */
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static API & Instance();
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/********************************************************
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* Clears all content and reset Engine assetts such as buffers.
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* @param numObjects: The predicted max number of active objects.
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* @param numGravityWells: The predicted max number of active gravity wells.
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* @param worldSize: The size of acceptable physics space.
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********************************************************/
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virtual void Init() = 0;
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/********************************************************
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* An object in limbo state will be ignored during the physics frame Update.
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* @param objRef: A pointer to the ICustomBody representing a physical object.
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* @return true if object is in limbo state.
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********************************************************/
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virtual bool IsInLimbo( const ICustomBody* objRef ) = 0;
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/********************************************************
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* An object in limbo state will be ignored during the physics frame Update.
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* This will put an object in Limbo state.
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* @param objRef: A pointer to the ICustomBody representing a physical object.
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********************************************************/
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virtual void MoveToLimbo( const ICustomBody* objRef ) = 0;
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/********************************************************
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* An object in limbo state will be ignored during the physics frame Update.
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* This will clear the accumulated force/torque and remove the Limbo state.
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* @param objRef: A pointer to the ICustomBody representing a physical object.
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********************************************************/
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virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
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virtual void SetGravityPoint(::Oyster::Math::Float3 gravityPoint) = 0;
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virtual void SetGravity(float gravity) = 0;
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// Bullet physics
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virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual void SetTimeStep(float timeStep) = 0;
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virtual void UpdateWorld() = 0;
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/********************************************************
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* Applies an effect to objects that collide with the set volume.
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* @param collideable: An ICollideable that defines the volume of the effect.
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* @param args: The arguments needed for the hitAction function.
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* @param hitAction: A function that contains the effect. Parameterlist contains the custom body
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the collideable hits, and the arguments sent to the function.
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********************************************************/
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virtual void ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect) = 0;
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protected:
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virtual ~API() {}
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};
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//! The root interface for all physical representations processable by the engine.
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class PHYSICS_DLL_USAGE ICustomBody
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{
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public:
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enum SubscriptMessage
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{
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SubscriptMessage_none,
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SubscriptMessage_kineticLoss,
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SubscriptMessage_ignore_collision_response,
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SubscriptMessage_player_collision_response
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};
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typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
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typedef void (*EventAction_AfterCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
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typedef void (*EventAction_Move)( const ICustomBody *object );
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typedef Struct::CustomBodyState State;
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virtual ~ICustomBody() {};
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virtual State GetState() const = 0;
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virtual State & GetState( State &targetMem ) const = 0;
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virtual void SetState( const State &state ) = 0;
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virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0;
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virtual void SetSubscription(EventAction_Move function) = 0;
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virtual void ApplyImpulse(::Oyster::Math::Float3 impulse) = 0;
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virtual void SetLinearVelocity(::Oyster::Math::Float3 velocity) = 0;
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virtual void SetPosition(::Oyster::Math::Float3 position) = 0;
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virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0;
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virtual void SetRotation(::Oyster::Math::Quaternion quaternion) = 0;
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virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0;
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virtual void SetRotation(::Oyster::Math::Float4x4 rotation) = 0;
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virtual void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) = 0;
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virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0;
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virtual void SetMass(::Oyster::Math::Float mass) = 0;
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virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0;
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virtual void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) = 0;
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virtual void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) = 0;
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virtual void SetUp(::Oyster::Math::Float3 up) = 0;
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virtual ::Oyster::Math::Float4x4 GetRotation() const = 0;
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virtual ::Oyster::Math::Float4 GetRotationAsAngularAxis() = 0;
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virtual ::Oyster::Math::Float4x4 GetOrientation() const = 0;
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virtual ::Oyster::Math::Float4x4 GetView() const = 0;
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virtual ::Oyster::Math::Float4x4 GetView(const ::Oyster::Math::Float3 &offset) const = 0;
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virtual ::Oyster::Math::Float3 GetGravity() const = 0;
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virtual ::Oyster::Math::Float3 GetLinearVelocity() const = 0;
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virtual void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss) = 0;
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virtual void CallSubscription_Move() = 0;
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/********************************************************
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* @return the void pointer set by SetCustomTag.
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* nullptr if none is set.
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********************************************************/
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virtual void* GetCustomTag() const = 0;
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/********************************************************
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* Not used by the engine itself. Just a quality of life feature
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* for developers who want to tag something to the objects.
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* @param ref: Anything castable to a void pointer, the engine won't care.
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********************************************************/
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virtual void SetCustomTag( void *ref ) = 0;
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};
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}
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}
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#include "PhysicsStructs.h"
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#endif |