Danbias/Code/GamePhysics/PhysicsAPI.h

135 lines
6.4 KiB
C++

#ifndef PHYSICS_API_H
#define PHYSICS_API_H
#include "OysterCollision3D.h"
#include "OysterMath.h"
#include "Utilities.h"
namespace Oyster
{
namespace Physics
{
class API;
class ICustomBody;
enum UpdateState
{
resting,
altered
};
namespace Constant
{
const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
}
class API
{
public:
typedef void (*EventAction_Collision)( unsigned int, unsigned int );
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
static API & Instance();
virtual void SetDeltaTime( float deltaTime ) = 0;
virtual void SetGravityConstant( float g ) = 0;
virtual void SetAction( EventAction_Collision functionPointer ) = 0;
virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
virtual void Update() = 0;
virtual bool IsInLimbo( unsigned int objRef ) = 0;
virtual void MoveToLimbo( unsigned int objRef ) = 0;
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0;
virtual void DestroyObject( unsigned int objRef ) = 0;
virtual const ICustomBody & Peek( unsigned int objRef ) const = 0;
virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
protected:
virtual ~API() {}
};
class ICustomBody
{
public:
virtual ~ICustomBody() {};
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
virtual bool IsSubscribingCollisions() const = 0;
virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
virtual unsigned int GetReference() const = 0;
virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
};
namespace Error
{
const unsigned int not_a_reference = ::Utility::Value::numeric_limits<unsigned int>::max();
class NullBody : public ICustomBody
{
public:
virtual ~NullBody();
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
bool IsSubscribingCollisions() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
unsigned int GetReference() const;
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
UpdateState Update( ::Oyster::Math::Float timeStepLength );
void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( ::Oyster::Math::Float m );
void SetMass_KeepMomentum( ::Oyster::Math::Float m );
void SetCenter( const ::Oyster::Math::Float3 &worldPos );
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
} const nobody;
}
}
}
#endif