219 lines
6.4 KiB
C++
219 lines
6.4 KiB
C++
#include "Object.h"
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#include "OysterMath.h"
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#include "CollisionManager.h"
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#include "GID.h"
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#include "PhysicsAPI.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
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using namespace Oyster::Physics;
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const Game *Object::gameInstance = (Game*)(&Game::Instance());
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Object::Object()
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{
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API::SimpleBodyDescription sbDesc;
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this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(OBJECT_TYPE type)
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{
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API::SimpleBodyDescription sbDesc;
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this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
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{
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->rigidBody = rigidBody;
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
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API::SimpleBodyDescription sbDesc;
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this->rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->rigidBody = rigidBody;
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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{
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Oyster::Physics::API::Instance().AddObject(rigidBody);
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this->rigidBody = rigidBody;
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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this->type = type;
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this->objectID = GID();
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this->currPhysicsState = this->rigidBody->GetState();
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this->newPhysicsState = this->currPhysicsState;
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}
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void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
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{
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newPhysicsState.ApplyLinearImpulse(force);
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}
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Object::~Object(void)
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{
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}
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OBJECT_TYPE Object::GetObjectType() const
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{
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return this->type;
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}
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int Object::GetID() const
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{
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return this->objectID;
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}
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Oyster::Physics::ICustomBody* Object::GetRigidBody()
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{
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return this->rigidBody;
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}
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void Object::BeginFrame()
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{
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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if(currPhysicsState.GetCenterPosition() !=currPhysicsState.GetCenterPosition())
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{
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//error
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int i =0 ;
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}
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if(currPhysicsState.GetAngularAxis() !=currPhysicsState.GetAngularAxis())
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{
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//error
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int i =0 ;
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}
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this->rigidBody->SetState(this->newPhysicsState);
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}
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// update physic
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void Object::EndFrame()
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{
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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this->currPhysicsState = this->rigidBody->GetState();
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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if(currPhysicsState.GetGravityNormal() !=currPhysicsState.GetGravityNormal())
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{
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//error
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int i =0 ;
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}
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//if(currPhysicsState.GetGravityNormal()!= Float3::null)
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{
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Oyster::Math::Float4 axis;
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Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(currPhysicsState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, Oyster::Math::Float4(currPhysicsState.GetCenterPosition().GetNormalized(), 0), axis);
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if(axis !=axis)
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{
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//error
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int i =0 ;
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}
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axis.Normalize();
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currPhysicsState.SetRotation(axis.xyz);
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currPhysicsState.SetAngularMomentum(Float3::null);
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//Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
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//debug += currPhysicsState.GetGravityNormal();
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}
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//Oyster::Math::Float3 pos = currPhysicsState.GetCenterPosition();
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//Oyster::Math::Float3 up = -currPhysicsState.GetGravityNormal();
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//300, 0,0,
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//1,0,0
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/*if( pos.GetLength() < 301.5f)
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{
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Oyster::Math::Float moveUp = 301.5 - pos.GetLength();
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up *= moveUp;
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currPhysicsState.SetCenterPosition(pos + up);
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}*/
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if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum())
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{
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//error
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int i =0 ;
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}
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this->newPhysicsState = this->currPhysicsState;
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}
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void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
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{
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
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}
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void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
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{
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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}
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Oyster::Math::Float3 Object::GetPosition()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.GetCenterPosition();
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}
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Oyster::Math::Float4x4 Object::GetOrientation()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.GetOrientation();
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} |