278 lines
15 KiB
C++
278 lines
15 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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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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enum UpdateState
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{
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resting,
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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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}
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class MomentOfInertia
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{
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public:
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static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
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static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
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static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
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static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
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};
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class API
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{
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public:
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typedef void (*EventAction_Collision)( unsigned int, unsigned int );
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typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
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/** Gets the Physics instance. */
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static API & Instance();
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/********************************************************
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* Sets the time length of each physics update frame.
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********************************************************/
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virtual void SetDeltaTime( float seconds ) = 0;
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/********************************************************
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* Sets the Gravityconstant in the physics that will be
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* used in ForceField calculations.
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* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
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********************************************************/
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virtual void SetGravityConstant( float g ) = 0;
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/********************************************************
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* Sets the function that will be called by the engine
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* whenever a subscribed collision occurs.
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********************************************************/
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virtual void SetAction( EventAction_Collision functionPointer ) = 0;
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/********************************************************
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* Sets the function that will be called by the engine
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* whenever an object is being destroyed for some reason.
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* - Because DestroyObject(...) were called.
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* - Out of memory forced engine to destroy an object.
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********************************************************/
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virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
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/********************************************************
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* Triggers the engine to run next update frame.
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* All accumulated forces and changes will be consumed.
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* EventAction functions might be called.
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********************************************************/
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virtual void Update() = 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: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @return true if object is in limbo state.
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********************************************************/
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virtual bool IsInLimbo( unsigned int 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: Provided by API::AddObject(...) & ICustomBody::GetReference()
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********************************************************/
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virtual void MoveToLimbo( unsigned int 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: Provided by API::AddObject(...) & ICustomBody::GetReference()
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********************************************************/
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virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
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/********************************************************
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* Introduces a new object into the engine.
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* @param handle: A pointer along with the responsibility to delete.
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* @return an objectReference needed in most methods. Error::not_a_reference if faulty handle.
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********************************************************/
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virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
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/********************************************************
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* Fetches and removes an object from the engine.
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* Will not call the provided EventAction_Destruction method.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
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********************************************************/
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0;
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/********************************************************
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* Removes an object from the engine.
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* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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********************************************************/
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virtual void DestroyObject( unsigned int objRef ) = 0;
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/********************************************************
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* Peeks at object at objRef.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @return the instance ofthe found object. Error::nobody if faulty objRef
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********************************************************/
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virtual const ICustomBody & Peek( unsigned int objRef ) const = 0;
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/********************************************************
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* Apply force on an object.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param worldPos: Relative to the world origo. (Not relative to object) [m]
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* @param worldF: Vector with the direction and magnitude of the force. [N]
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********************************************************/
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virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
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/********************************************************
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* Apply force on an object.
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* @param objRefA: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param objRefB: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param deltaWhen: The elapsed simulation time since last update frame. [s]
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* @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m]
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********************************************************/
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virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
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/********************************************************
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* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
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* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
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********************************************************/
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virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
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/********************************************************
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* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
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* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
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********************************************************/
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virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
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/********************************************************
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* Sets the mass of an object without changing it's linear velocity.
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* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param m: [kg]
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********************************************************/
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virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
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/********************************************************
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* Sets the mass of an object without changing it's linear velocity.
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* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param m: [kg]
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********************************************************/
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virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
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/********************************************************
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* Instantly moves an object.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param worldPos: Relative to the world origo. (Not relative to object) [m]
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********************************************************/
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virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
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/********************************************************
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* Instantly redirects object.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param rotation: New rotation.
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********************************************************/
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virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
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/********************************************************
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* Instantly moves and redirects object.
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* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
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* @param orientation: New orientation.
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********************************************************/
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virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
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/********************************************************
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* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
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* @return A pointer along with the responsibility to delete.
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********************************************************/
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
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protected:
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virtual ~API() {}
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};
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class ICustomBody
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{
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public:
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virtual ~ICustomBody() {};
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
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virtual bool IsSubscribingCollisions() const = 0;
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virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
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virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
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virtual unsigned int GetReference() const = 0;
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virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
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virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
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virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
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virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
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virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
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virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
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virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
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virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
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virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
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virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
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virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
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};
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namespace Error
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{ //! The content in here is used as API return errorvalues.
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const unsigned int not_a_reference = ::Utility::Value::numeric_limits<unsigned int>::max();
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class NullBody : public ICustomBody
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{
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public:
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virtual ~NullBody();
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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bool IsSubscribingCollisions() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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unsigned int GetReference() const;
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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void SetMass_KeepMomentum( ::Oyster::Math::Float m );
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void SetCenter( const ::Oyster::Math::Float3 &worldPos );
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void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
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void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
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} const nobody;
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}
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}
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}
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#endif |