55 lines
2.2 KiB
C++
55 lines
2.2 KiB
C++
#ifndef PHYSICS_API_IMPL_H
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#define PHYSICS_API_IMPL_H
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#include "../PhysicsAPI.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_Impl : public API
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{
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public:
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API_Impl();
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virtual ~API_Impl();
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void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize );
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void SetDeltaTime( float deltaTime );
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void SetGravityConstant( float g );
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void SetAction( EventAction_Collision functionPointer );
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void SetAction( EventAction_Destruction functionPointer );
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void Update();
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bool IsInLimbo( const ICustomBody* objRef );
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void MoveToLimbo( const ICustomBody* objRef );
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void ReleaseFromLimbo( const ICustomBody* objRef );
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void AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
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::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( const ICustomBody* objRef );
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void DestroyObject( const ICustomBody* objRef );
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void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
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void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
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void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m );
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void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m );
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void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos );
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void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation );
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void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation );
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void SetSize( const ICustomBody* objRef, const ::Oyster::Math::Float3 &size );
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::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
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private:
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::Oyster::Math::Float gravityConstant, updateFrameLength;
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EventAction_Collision collisionAction;
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EventAction_Destruction destructionAction;
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};
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}
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}
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#endif |