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