Danbias/Code/GamePhysics/PhysicsAPI.h

188 lines
7.9 KiB
C++

#ifndef PHYSICS_API_H
#define PHYSICS_API_H
#include "OysterCollision3D.h"
#include "OysterMath.h"
#if defined PHYSICS_DLL_EXPORT
#define PHYSICS_DLL_USAGE __declspec(dllexport)
#else
#define PHYSICS_DLL_USAGE __declspec(dllimport)
#endif
namespace Oyster
{
namespace Physics
{
class API;
class ICustomBody;
namespace Struct
{
struct SimpleBodyDescription;
struct SphericalBodyDescription;
struct CustomBodyState;
struct Gravity;
}
enum UpdateState
{
UpdateState_resting,
UpdateState_altered
};
namespace Constant
{
const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
const float epsilon = (const float)1.0e-3;
}
class PHYSICS_DLL_USAGE API
{
public:
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
typedef Struct::SphericalBodyDescription SphericalBodyDescription;
typedef Struct::Gravity Gravity;
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
typedef void (*EventAction_ApplyEffect)(ICustomBody* collidedBody, void* args);
/** Gets the Physics instance. */
static API & Instance();
/********************************************************
* Clears all content and reset Engine assetts such as buffers.
* @param numObjects: The predicted max number of active objects.
* @param numGravityWells: The predicted max number of active gravity wells.
* @param worldSize: The size of acceptable physics space.
********************************************************/
virtual void Init() = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* @param objRef: A pointer to the ICustomBody representing a physical object.
* @return true if object is in limbo state.
********************************************************/
virtual bool IsInLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will put an object in Limbo state.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void MoveToLimbo( const ICustomBody* objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will clear the accumulated force/torque and remove the Limbo state.
* @param objRef: A pointer to the ICustomBody representing a physical object.
********************************************************/
virtual void ReleaseFromLimbo( const ICustomBody* objRef ) = 0;
virtual void SetGravityPoint(::Oyster::Math::Float3 gravityPoint) = 0;
virtual void SetGravity(float gravity) = 0;
// Bullet physics
virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual ICustomBody* AddCharacter(::Oyster::Math::Float height, ::Oyster::Math::Float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
virtual void SetTimeStep(float timeStep) = 0;
virtual void UpdateWorld() = 0;
/********************************************************
* Applies an effect to objects that collide with the set volume.
* @param collideable: An ICollideable that defines the volume of the effect.
* @param args: The arguments needed for the hitAction function.
* @param hitAction: A function that contains the effect. Parameterlist contains the custom body
the collideable hits, and the arguments sent to the function.
********************************************************/
virtual void ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect) = 0;
protected:
virtual ~API() {}
};
//! The root interface for all physical representations processable by the engine.
class PHYSICS_DLL_USAGE ICustomBody
{
public:
enum SubscriptMessage
{
SubscriptMessage_none,
SubscriptMessage_kineticLoss,
SubscriptMessage_ignore_collision_response,
SubscriptMessage_player_collision_response
};
typedef SubscriptMessage (*EventAction_BeforeCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter );
typedef void (*EventAction_AfterCollisionResponse)( const ICustomBody *proto, const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
typedef void (*EventAction_Move)( const ICustomBody *object );
typedef Struct::CustomBodyState State;
virtual ~ICustomBody() {};
virtual State GetState() const = 0;
virtual State & GetState( State &targetMem ) const = 0;
virtual void SetState( const State &state ) = 0;
virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0;
virtual void SetSubscription(EventAction_Move function) = 0;
virtual void ApplyImpulse(::Oyster::Math::Float3 impulse) = 0;
virtual void SetLinearVelocity(::Oyster::Math::Float3 velocity) = 0;
virtual void SetPosition(::Oyster::Math::Float3 position) = 0;
virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0;
virtual void SetRotation(::Oyster::Math::Quaternion quaternion) = 0;
virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0;
virtual void SetRotation(::Oyster::Math::Float4x4 rotation) = 0;
virtual void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) = 0;
virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0;
virtual void SetMass(::Oyster::Math::Float mass) = 0;
virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0;
virtual void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right) = 0;
virtual void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward) = 0;
virtual void SetUp(::Oyster::Math::Float3 up) = 0;
virtual ::Oyster::Math::Float4x4 GetRotation() const = 0;
virtual ::Oyster::Math::Float4 GetRotationAsAngularAxis() = 0;
virtual ::Oyster::Math::Float4x4 GetOrientation() const = 0;
virtual ::Oyster::Math::Float4x4 GetView() const = 0;
virtual ::Oyster::Math::Float4x4 GetView(const ::Oyster::Math::Float3 &offset) const = 0;
virtual ::Oyster::Math::Float3 GetGravity() const = 0;
virtual ::Oyster::Math::Float3 GetLinearVelocity() const = 0;
virtual void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss) = 0;
virtual void CallSubscription_Move() = 0;
/********************************************************
* @return the void pointer set by SetCustomTag.
* nullptr if none is set.
********************************************************/
virtual void* GetCustomTag() const = 0;
/********************************************************
* Not used by the engine itself. Just a quality of life feature
* for developers who want to tag something to the objects.
* @param ref: Anything castable to a void pointer, the engine won't care.
********************************************************/
virtual void SetCustomTag( void *ref ) = 0;
};
}
}
#include "PhysicsStructs.h"
#endif