272 lines
7.9 KiB
C++
272 lines
7.9 KiB
C++
#include "PhysicsAPI_Impl.h"
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#include "OysterPhysics3D.h"
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#include "SimpleRigidBody.h"
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#include "SphericalRigidBody.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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API_Impl API_instance;
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namespace
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{
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void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef )
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{ /** @todo TODO: OnPossibleCollision is a temporary solution .*/
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auto proto = worldScene.GetCustomBody( protoTempRef );
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auto deuter = worldScene.GetCustomBody( deuterTempRef );
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float deltaWhen;
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Float3 worldWhere;
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if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) )
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{
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proto->CallSubscription( proto, deuter );
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}
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}
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}
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Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
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{
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return Formula::MomentOfInertia::Sphere(mass, radius);
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}
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Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius)
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{
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return Formula::MomentOfInertia::HollowSphere(mass, radius);
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}
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Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth )
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{
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return Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
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}
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Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius )
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{
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return Formula::MomentOfInertia::Cylinder(mass, height, radius);
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}
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Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length )
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{
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return Formula::MomentOfInertia::RodCenter(mass, length);
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}
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API & API::Instance()
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{
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return API_instance;
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}
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API_Impl::API_Impl()
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{
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this->gravityConstant = Constant::gravity_constant;
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this->updateFrameLength = 1.0f / 120.0f;
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this->destructionAction = Default::EventAction_Destruction;
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this->worldScene = Octree();
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}
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API_Impl::~API_Impl() {}
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void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize )
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{
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unsigned char numLayers = 4; //!< @todo TODO: calc numLayers from worldSize
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this->worldScene = Octree( numObjects, numLayers, worldSize );
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}
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void API_Impl::SetFrameTimeLength( float deltaTime )
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{
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this->updateFrameLength = deltaTime;
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}
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void API_Impl::SetGravityConstant( float g )
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{
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this->gravityConstant = g;
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}
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void API_Impl::SetSubscription( API::EventAction_Destruction functionPointer )
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{
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if( functionPointer )
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{
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this->destructionAction = functionPointer;
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}
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else
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{
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this->destructionAction = Default::EventAction_Destruction;
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}
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}
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void API_Impl::Update()
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{ /** @todo TODO: Update is a temporary solution .*/
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::std::vector<ICustomBody*> updateList;
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auto proto = this->worldScene.Sample( Universe(), updateList ).begin();
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for( ; proto != updateList.end(); ++proto )
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{
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this->worldScene.Visit( *proto, OnPossibleCollision );
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}
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proto = updateList.begin();
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for( ; proto != updateList.end(); ++proto )
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{
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switch( (*proto)->Update(this->updateFrameLength) )
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{
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case UpdateState_altered:
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this->worldScene.SetAsAltered( this->worldScene.GetTemporaryReferenceOf(*proto) );
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case UpdateState_resting: default:
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break;
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}
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}
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}
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bool API_Impl::IsInLimbo( const ICustomBody* objRef )
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{
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//! @todo TODO: implement stub
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return true;
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}
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void API_Impl::MoveToLimbo( const ICustomBody* objRef )
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{
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/** @todo TODO: Fix this function.*/
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}
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void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
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{
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/** @todo TODO: Fix this function.*/
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}
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void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle )
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{
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this->worldScene.AddObject( handle );
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}
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UniquePointer<ICustomBody> API_Impl::ExtractObject( const ICustomBody* objRef )
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{
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return this->worldScene.Extract( objRef );
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}
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void API_Impl::DestroyObject( const ICustomBody* objRef )
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{
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UniquePointer<ICustomBody> object = this->worldScene.Extract( objRef );
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if( object )
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{
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this->destructionAction( object );
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}
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}
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void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF )
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{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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//this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function
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this->worldScene.SetAsAltered( tempRef );
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}
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}
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void API_Impl::ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, Float &deltaWhen, Float3 &worldPointOfContact )
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{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRefA );
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if( tempRef != this->worldScene.invalid_ref )
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{
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//! @todo TODO: implement stub
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this->worldScene.SetAsAltered( tempRef );
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}
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}
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void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI )
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{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepVelocity( localI );
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}
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}
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void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI )
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{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepMomentum( localI );
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}
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}
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void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m )
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{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetMass_KeepVelocity( m );
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}
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}
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void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m )
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{ // deprecated
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetMass_KeepMomentum( m );
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}
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}
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void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos )
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{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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//this->worldScene.GetCustomBody( tempRef )->Set //!< @todo TODO: need function
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this->worldScene.EvaluatePosition( tempRef );
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}
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}
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void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation )
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{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetRotation( rotation );
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this->worldScene.EvaluatePosition( tempRef );
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}
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}
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void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation )
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{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetOrientation( orientation );
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this->worldScene.EvaluatePosition( tempRef );
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}
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}
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void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size )
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{
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unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef );
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if( tempRef != this->worldScene.invalid_ref )
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{
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this->worldScene.GetCustomBody( tempRef )->SetSize( size );
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this->worldScene.EvaluatePosition( tempRef );
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}
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}
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UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const
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{
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return new SimpleRigidBody( desc );
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}
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UniquePointer<ICustomBody> API_Impl::CreateRigidBody( const API::SphericalBodyDescription &desc ) const
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{
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return new SphericalRigidBody( desc );
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}
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namespace Oyster { namespace Physics
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{
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namespace Default
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{
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void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto )
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{ /* Do nothing except allowing the proto uniquePointer destroy itself. */ }
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::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter )
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{ /* Do nothing except returning business as usual. */
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return ::Oyster::Physics::ICustomBody::SubscriptMessage_none;
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}
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}
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} } |