208 lines
5.3 KiB
C++
208 lines
5.3 KiB
C++
#include "SimpleRigidBody.h"
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#include "PhysicsAPI_Impl.h"
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using namespace ::Oyster::Physics;
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using namespace ::Oyster::Physics3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::Value;
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SimpleRigidBody::SimpleRigidBody()
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{
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this->rigid = RigidBody( Box(Float4x4::identity, Float3::null, Float3(1.0f)), 16.0f, Float4x4::identity );
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this->gravityNormal = Float3::null;
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this->collisionAction = Default::EventAction_Collision;
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this->ignoreGravity = false;
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}
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SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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{
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this->rigid = RigidBody( Box( desc.rotation, desc.centerPosition, desc.size ),
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desc.mass,
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desc.inertiaTensor );
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this->gravityNormal = Float3::null;
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if( desc.subscription )
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{
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this->collisionAction = desc.subscription;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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}
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this->ignoreGravity = desc.ignoreGravity;
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}
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SimpleRigidBody::~SimpleRigidBody() {}
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UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
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{
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return new SimpleRigidBody( *this );
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}
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SimpleRigidBody::State SimpleRigidBody::GetState() const
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{
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return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
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}
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SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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{
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return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
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}
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void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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{ /** @todo TODO: temporary solution! Need to know it's occtree */
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this->rigid.box.boundingOffset = state.GetReach();
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this->rigid.box.center = state.GetCenterPosition();
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this->rigid.box.rotation = state.GetRotation();
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}
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void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
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{
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this->collisionAction( proto, deuter );
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}
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bool SimpleRigidBody::IsAffectedByGravity() const
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{
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return !this->ignoreGravity;
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}
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bool SimpleRigidBody::Intersects( const ICustomBody &object, Float timeStepLength, Float &deltaWhen, Float3 &worldPointOfContact ) const
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{
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if( object.Intersects(this->rigid.box) )
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{ //! @todo TODO: better implementation needed
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deltaWhen = timeStepLength;
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worldPointOfContact = Average( this->rigid.box.center, object.GetCenter() );
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return true;
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}
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else
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{
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return false;
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}
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}
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bool SimpleRigidBody::Intersects( const ICollideable &shape ) const
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{
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return this->rigid.box.Intersects( shape );
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}
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Sphere & SimpleRigidBody::GetBoundingSphere( Sphere &targetMem ) const
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{
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return targetMem = Sphere( this->rigid.box.center, this->rigid.box.boundingOffset.GetMagnitude() );
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}
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Float3 & SimpleRigidBody::GetNormalAt( const Float3 &worldPos, Float3 &targetMem ) const
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{
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//! @todo TODO: better implementation needed
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return targetMem = (worldPos - this->rigid.box.center).GetNormalized();
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}
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Float3 & SimpleRigidBody::GetGravityNormal( Float3 &targetMem ) const
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{
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return targetMem = this->gravityNormal;
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}
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Float3 & SimpleRigidBody::GetCenter( Float3 &targetMem ) const
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{
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return targetMem = this->rigid.box.center;
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}
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Float4x4 & SimpleRigidBody::GetRotation( Float4x4 &targetMem ) const
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{
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return targetMem = this->rigid.box.rotation;
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}
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Float4x4 & SimpleRigidBody::GetOrientation( Float4x4 &targetMem ) const
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{
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return targetMem = this->rigid.GetOrientation();
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}
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Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
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{
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return targetMem = this->rigid.GetView();
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}
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Float3 SimpleRigidBody::GetRigidLinearVelocity() const
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{
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return this->rigid.GetLinearVelocity();
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}
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UpdateState SimpleRigidBody::Update( Float timeStepLength )
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{
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this->rigid.Update_LeapFrog( timeStepLength );
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// compare previous and new state and return result
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//return this->current == this->previous ? UpdateState_resting : UpdateState_altered;
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return UpdateState_altered;
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}
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void SimpleRigidBody::SetSubscription( ICustomBody::EventAction_Collision functionPointer )
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{
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if( functionPointer )
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{
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this->collisionAction = functionPointer;
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}
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else
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{
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this->collisionAction = Default::EventAction_Collision;
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}
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}
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void SimpleRigidBody::SetGravity( bool ignore)
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{
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this->ignoreGravity = ignore;
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this->gravityNormal = Float3::null;
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}
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void SimpleRigidBody::SetGravityNormal( const Float3 &normalizedVector )
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{
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this->gravityNormal = normalizedVector;
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}
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepVelocity( const Float4x4 &localI )
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{
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this->rigid.SetMomentOfInertia_KeepVelocity( localI );
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}
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void SimpleRigidBody::SetMomentOfInertiaTensor_KeepMomentum( const Float4x4 &localI )
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{
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this->rigid.SetMomentOfInertia_KeepMomentum( localI );
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}
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void SimpleRigidBody::SetMass_KeepVelocity( Float m )
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{
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this->rigid.SetMass_KeepVelocity( m );
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}
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void SimpleRigidBody::SetMass_KeepMomentum( Float m )
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{
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this->rigid.SetMass_KeepMomentum( m );
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}
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void SimpleRigidBody::SetCenter( const Float3 &worldPos )
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{
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this->rigid.SetCenter( worldPos );
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}
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void SimpleRigidBody::SetRotation( const Float4x4 &rotation )
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{
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this->rigid.SetRotation( rotation );
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}
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void SimpleRigidBody::SetOrientation( const Float4x4 &orientation )
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{
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this->rigid.SetOrientation( orientation );
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}
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void SimpleRigidBody::SetSize( const Float3 &size )
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{
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this->rigid.SetSize( size );
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}
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void SimpleRigidBody::SetMomentum( const Float3 &worldG )
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{
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this->rigid.SetLinearMomentum( worldG );
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} |