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 +1,36 @@
// 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
#pragma once
#ifndef COLLISIONSHAPE_HPP
#define COLLISIONSHAPE_HPP
#include <Newton/Newton.h>
#include "PhysicsWorld.hpp"
//#include <Nazara/Physics/PhysicsWorld.hpp>
class NzCollisionShape
{
public:
NzCollisionShape(NzPhysicsWorld* world);
~NzCollisionShape();
void Create(const NzVector3f& cubeSize);
//void Create(const NzSpheref& sphere);
//void Create(const NzConef& cone);
//void Create(const NzMesh& customMesh);
void Release();
bool IsValid();
NewtonCollision* newtonCollisionShape;
protected:
private:
NzPhysicsWorld* m_world;
bool m_isCreated;
};
#endif // COLLISIONSHAPE_HPP

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@ -2,7 +2,7 @@
// This file is part of the "Nazara Engine". // This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp // For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ModuleName/Config.hpp> #include <Nazara/Physics/Config.hpp>
#if NAZARA_PHYSICS_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG) #if NAZARA_PHYSICS_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp> #include <Nazara/Core/Debug/MemoryLeakTracker.hpp>

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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
#pragma once
#ifndef PHYSICSENTITY_HPP
#define PHYSICSENTITY_HPP
#include <Nazara/Prerequesites.hpp>
#include <Newton/Newton.h>
#include <Nazara/Math/Matrix4.hpp>
//#include <Nazara/Physics/CollisionShape.hpp>
#include "CollisionShape.hpp"
class NzPhysicsWorld;
class NzPhysicsEntity
{
public:
NzPhysicsEntity(NzPhysicsWorld* world, const NzCollisionShape& shape, const NzVector3f& position, float mass);
virtual void Init();
virtual ~NzPhysicsEntity();
protected:
NzPhysicsWorld* m_world;
NewtonBody* m_body;
float m_mass;
NzMatrix4f m_entityMatrix;
private:
};
#endif // PHYSICSENTITY_HPP

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@ -9,34 +9,43 @@
#include <Nazara/Prerequesites.hpp> #include <Nazara/Prerequesites.hpp>
#include <Newton/Newton.h> #include <Newton/Newton.h>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Cube.hpp>
#include "PhysicsSolver.hpp"
//#include <Nazara/Physics/PhysicsSolver.hpp>
enum nzFrictionModel //TODO : ajouter Axis Aligned Bounding Box
{
nzExact,
nzAdaptative
};
class NzPhysicsSolver;
class NzPhysicsWorld class NzPhysicsWorld
{ {
enum nzFrictionModel
{
nzExact,
nzAdaptative
};
public: public:
NzPhysicsWorld(); NzPhysicsWorld();
~NzPhysicsWorld(); ~NzPhysicsWorld();
void SetSize(const NzCubef& size);
const NzCubef& GetSize() const;
void SetPhysicsSolver(const NzPhysicsSolver& solver); void SetPhysicsSolver(const NzPhysicsSolver& solver);
const NzPhysicsSolver& GetPhysicsSolver() const; const NzPhysicsSolver& GetPhysicsSolver() const;
void SetFrictionModel(nzFrictionModel model); void SetFrictionModel(nzFrictionModel model);
const nzFrictionModel& GetFrictionModel(); const nzFrictionModel& GetFrictionModel() const;
void UpdatePhysics(nzUint64 timestep); void UpdatePhysics(float timestep);
NewtonWorld* newtonWorld;
protected: protected:
private: private:
NewtonWorld* m_world;
NzPhysicsSolver m_solver; NzPhysicsSolver m_solver;
nzFrictionModel m_frictionModel; nzFrictionModel m_frictionModel;
NzCubef m_size;
}; };
#endif // PHYSICSWORLD_HPP #endif // PHYSICSWORLD_HPP

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@ -0,0 +1,23 @@
// 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
#pragma once
#ifndef STATICBODY_HPP
#define STATICBODY_HPP
#include <Nazara/Prerequesites.hpp>
//#include <Nazara/Physics/PhysicsEntity.hpp>
#include "PhysicsEntity.hpp"
class NzStaticBody : public NzPhysicsEntity
{
public:
NzStaticBody(NzPhysicsWorld* world, const NzCollisionShape& shape, const NzVector3f& position, float mass);
~NzStaticBody();
protected:
private:
};
#endif // STATICBODY_HPP

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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) switch(m_mode)
{ {
case nzExact: case nzExact:
NewtonSetSolverModel(world, 0); NewtonSetSolverModel(world->newtonWorld, 0);
break; break;
case nzAdaptative: case nzAdaptative:
NewtonSetSolverModel(world, 1); NewtonSetSolverModel(world->newtonWorld, 1);
break; break;
case nzLinear: case nzLinear:
NewtonSetSolverModel(world, m_numberOfPassesLinearMode); NewtonSetSolverModel(world->newtonWorld, m_numberOfPassesLinearMode);
} }
} }

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@ -4,14 +4,12 @@
#include "PhysicsWorld.hpp" #include "PhysicsWorld.hpp"
//#include <Nazara/Physics/PhysicsWorld.hpp> //#include <Nazara/Physics/PhysicsWorld.hpp>
#include "PhysicsSolver.hpp"
//#include <Nazara/Physics/PhysicsSolver.hpp>
#include <Nazara/Core/Debug.hpp> #include <Nazara/Core/Debug.hpp>
NzPhysicsWorld::NzPhysicsWorld() NzPhysicsWorld::NzPhysicsWorld()
{ {
m_world = NewtonCreate(); newtonWorld = NewtonCreate();
m_solver.Configure(nzLinear,10); m_solver.Configure(nzLinear,10);
m_solver.Set(this); m_solver.Set(this);
SetFrictionModel(nzAdaptative); SetFrictionModel(nzAdaptative);
@ -19,16 +17,37 @@ NzPhysicsWorld::NzPhysicsWorld()
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 = solver;
m_solver.Set(this); m_solver.Set(this);
} }
const nzSolverMode& NzPhysicsWorld::GetPhysicsSolver() const NzPhysicsSolver& NzPhysicsWorld::GetPhysicsSolver() const
{ {
return m_solver; return m_solver;
} }
@ -38,23 +57,23 @@ void NzPhysicsWorld::SetFrictionModel(nzFrictionModel model)
switch(model) switch(model)
{ {
case nzExact: case nzExact:
NewtonSetFrictionModel(this,0); NewtonSetFrictionModel(newtonWorld,0);
break; break;
case nzAdaptative: case nzAdaptative:
NewtonSetFrictionModel(this,1); NewtonSetFrictionModel(newtonWorld,1);
break; break;
} }
m_frictionModel = model; m_frictionModel = model;
} }
const nzFrictionModel& NzPhysicsWorld::GetFrictionModel() const NzPhysicsWorld::nzFrictionModel& NzPhysicsWorld::GetFrictionModel() const
{ {
return m_frictionModel; 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
}