141 lines
6.5 KiB
C++
141 lines
6.5 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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#include "Utilities.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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namespace MomentOfInertia
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{
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//! @todo TODO: add forward methods to Oyster::Physics3D::Formula::MomentOfInertia
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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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static API & Instance();
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virtual void SetDeltaTime( float deltaTime ) = 0;
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virtual void SetGravityConstant( float g ) = 0;
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virtual void SetAction( EventAction_Collision functionPointer ) = 0;
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virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
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virtual void Update() = 0;
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virtual bool IsInLimbo( unsigned int objRef ) = 0;
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virtual void MoveToLimbo( unsigned int objRef ) = 0;
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virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
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virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0;
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virtual void DestroyObject( unsigned int objRef ) = 0;
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virtual const ICustomBody & Peek( unsigned int objRef ) const = 0;
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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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virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
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virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
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virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
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virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
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virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
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virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
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virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
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virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
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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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{
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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 |