Sligthly changed interface & added functionnalities

NzPhysicsWorld has now a public pointer to NewtonWorld
NzCollisionShape added, can be constructed from a NzCube for now
NzPhysicsEntity added
Minor fix + typo
This commit is contained in:
Remi Beges
2012-06-18 10:24:06 +02:00
parent 092ccd0302
commit f1865e5030
10 changed files with 240 additions and 25 deletions

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@@ -0,0 +1,33 @@
// Copyright (C) 2012 Jérôme Leclercq / Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include "CollisionShape.hpp"
//#include <Nazara/Physics/CollisionShape.hpp>
#include <Nazara/Core/Debug.hpp>
NzCollisionShape::NzCollisionShape(NzPhysicsWorld* world)
{
m_world = world;
m_isCreated = false;
newtonCollisionShape = nullptr;
}
NzCollisionShape::~NzCollisionShape()
{
if(m_isCreated)
NewtonReleaseCollision(m_world->newtonWorld, newtonCollisionShape);
}
void NzCollisionShape::Create(const NzVector3f& cubeSize)
{
newtonCollisionShape = NewtonCreateBox(m_world->newtonWorld, static_cast<dFloat>(cubeSize.x),
static_cast<dFloat>(cubeSize.y),
static_cast<dFloat>(cubeSize.z), 0, NULL);
}
void NzCollisionShape::Release()
{
if(m_isCreated)
NewtonReleaseCollision(m_world->newtonWorld, newtonCollisionShape);
}

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@@ -0,0 +1,44 @@
// Copyright (C) 2012 Jérôme Leclercq / Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include "PhysicsWorld.hpp"
//#include <Nazara/Physics/PhysicsWorld.hpp>
#include "PhysicsEntity.hpp"
//#include <Nazara/Physics/PhysicsEntity.hpp>
#include <Nazara/Core/Debug.hpp>
NzPhysicsEntity::NzPhysicsEntity(NzPhysicsWorld* world, const NzCollisionShape& shape, const NzVector3f& position, float mass) : m_world(world), m_mass(mass)
{
m_entityMatrix.SetIdentity();
m_entityMatrix.SetTranslation(position);
m_body = NewtonCreateBody(world->newtonWorld, shape.newtonCollisionShape,NULL);
//NewtonBodySetMatrix(m_pBody, /*&m_entityMatrix.matrice [0][0]*/);//Passage dgMatrix a NzMatrix4 ??
//Pour rigid bodies uniquement
/*
// On calcul l'inertie du corps, en passant par une petite formule
CVector inertie;
inertie.x = 0.7f * m_masse * (m_taille.y * m_taille.y + m_taille.z * m_taille.z) / 12;
inertie.y = 0.7f * m_masse * (m_taille.x * m_taille.x + m_taille.z * m_taille.z) / 12;
inertie.z = 0.7f * m_masse * (m_taille.x * m_taille.x + m_taille.y * m_taille.y) / 12;
// On définit ensuite la masse et l'inertie pour ce corps
NewtonBodySetMassMatrix (m_pBody, m_masse, inertie.x, inertie.y, inertie.z);
// On règle enfin le Callback, qui sera nécessaire pour que le corps bouge
NewtonBodySetForceAndTorqueCallback (m_pBody, ApplyForceAndTorqueCallback);*/
}
void NzPhysicsEntity::Init()
{
}
NzPhysicsEntity::~NzPhysicsEntity()
{
NewtonDestroyBody(m_world->newtonWorld,m_body);
}

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@@ -27,15 +27,15 @@ void NzPhysicsSolver::Set(NzPhysicsWorld* world)
switch(m_mode)
{
case nzExact:
NewtonSetSolverModel(world, 0);
NewtonSetSolverModel(world->newtonWorld, 0);
break;
case nzAdaptative:
NewtonSetSolverModel(world, 1);
NewtonSetSolverModel(world->newtonWorld, 1);
break;
case nzLinear:
NewtonSetSolverModel(world, m_numberOfPassesLinearMode);
NewtonSetSolverModel(world->newtonWorld, m_numberOfPassesLinearMode);
}
}

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@@ -4,14 +4,12 @@
#include "PhysicsWorld.hpp"
//#include <Nazara/Physics/PhysicsWorld.hpp>
#include "PhysicsSolver.hpp"
//#include <Nazara/Physics/PhysicsSolver.hpp>
#include <Nazara/Core/Debug.hpp>
NzPhysicsWorld::NzPhysicsWorld()
{
m_world = NewtonCreate();
newtonWorld = NewtonCreate();
m_solver.Configure(nzLinear,10);
m_solver.Set(this);
SetFrictionModel(nzAdaptative);
@@ -19,16 +17,37 @@ NzPhysicsWorld::NzPhysicsWorld()
NzPhysicsWorld::~NzPhysicsWorld()
{
NewtonDestroy(m_world);
NewtonDestroy(newtonWorld);
}
void NzPhysicsWorld::SetPhysicsSolverSolver(const NzPhysicsSolver& solver)
void NzPhysicsWorld::SetSize(const NzCubef& size)
{
m_size = size;
float bottom[3];
bottom[0] = m_size.x;
bottom[1] = m_size.y;
bottom[2] = m_size.z;
float top[3];
top[0] = m_size.x + m_size.width;
top[1] = m_size.y + m_size.height;
top[2] = m_size.z + m_size.depth;
NewtonSetWorldSize(newtonWorld, static_cast<dFloat*>(bottom),
static_cast<dFloat*>(top));
}
const NzCubef& NzPhysicsWorld::GetSize() const
{
return m_size;
}
void NzPhysicsWorld::SetPhysicsSolver(const NzPhysicsSolver& solver)
{
m_solver = solver;
m_solver.Set(this);
}
const nzSolverMode& NzPhysicsWorld::GetPhysicsSolver()
const NzPhysicsSolver& NzPhysicsWorld::GetPhysicsSolver() const
{
return m_solver;
}
@@ -38,23 +57,23 @@ void NzPhysicsWorld::SetFrictionModel(nzFrictionModel model)
switch(model)
{
case nzExact:
NewtonSetFrictionModel(this,0);
NewtonSetFrictionModel(newtonWorld,0);
break;
case nzAdaptative:
NewtonSetFrictionModel(this,1);
NewtonSetFrictionModel(newtonWorld,1);
break;
}
m_frictionModel = model;
}
const nzFrictionModel& NzPhysicsWorld::GetFrictionModel()
const NzPhysicsWorld::nzFrictionModel& NzPhysicsWorld::GetFrictionModel() const
{
return m_frictionModel;
}
void NzPhysicsWorld::UpdatePhysics(nzUint64 timestep)
void NzPhysicsWorld::UpdatePhysics(float timestep)
{
NewtonUpdate(m_world,static_cast<float>(timestep));//FLOAT WTF ?
NewtonUpdate(newtonWorld,timestep);//FLOAT WTF ?
}

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@@ -0,0 +1,18 @@
// Copyright (C) 2012 Jérôme Leclercq / Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include "StaticBody.hpp"
//#include <Nazara/Physics/StaticBody.hpp>
#include <Nazara/Core/Debug.hpp>
NzStaticBody::NzStaticBody(NzPhysicsWorld* world, const NzCollisionShape& shape, const NzVector3f& position, float mass) : NzPhysicsEntity(world,shape,position,mass)
{
//ctor
}
NzStaticBody::~NzStaticBody()
{
//dtor
}