redundancy kill-off

This commit is contained in:
Azaezel 2016-01-21 18:31:47 -06:00
parent d6b6f36b0a
commit 0678817217
2 changed files with 0 additions and 160 deletions

View file

@ -1310,163 +1310,6 @@ bool Vehicle::updateCollision(F32 dt)
return collided;
}
//----------------------------------------------------------------------------
/** Resolve collision impacts
Handle collision impacts, as opposed to contacts. Impulses are calculated based
on standard collision resolution formulas.
*/
bool Vehicle::resolveCollision(Rigid& ns,CollisionList& cList)
{
PROFILE_SCOPE( Vehicle_ResolveCollision );
// Apply impulses to resolve collision
bool collided = false;
for (S32 i = 0; i < cList.getCount(); i++)
{
Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{
// Velocity into surface
Point3F v,r;
ns.getOriginVector(c.point,&r);
ns.getVelocity(r,&v);
F32 vn = mDot(v,c.normal);
// Only interested in velocities greater than sContactTol,
// velocities less than that will be dealt with as contacts
// "constraints".
if (vn < -mDataBlock->contactTol)
{
// Apply impulses to the rigid body to keep it from
// penetrating the surface.
ns.resolveCollision(cList[i].point,
cList[i].normal);
collided = true;
// Keep track of objects we collide with
if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* col = static_cast<ShapeBase*>(c.object);
queueCollision(col,v - col->getVelocity());
}
}
}
}
return collided;
}
//----------------------------------------------------------------------------
/** Resolve contact forces
Resolve contact forces using the "penalty" method. Forces are generated based
on the depth of penetration and the moment of inertia at the point of contact.
*/
bool Vehicle::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
{
PROFILE_SCOPE( Vehicle_ResolveContacts );
// Use spring forces to manage contact constraints.
bool collided = false;
Point3F t,p(0,0,0),l(0,0,0);
for (S32 i = 0; i < cList.getCount(); i++)
{
const Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{
// Velocity into the surface
Point3F v,r;
ns.getOriginVector(c.point,&r);
ns.getVelocity(r,&v);
F32 vn = mDot(v,c.normal);
// Only interested in velocities less than mDataBlock->contactTol,
// velocities greater than that are dealt with as collisions.
if (mFabs(vn) < mDataBlock->contactTol)
{
collided = true;
// Penetration force. This is actually a spring which
// will seperate the body from the collision surface.
F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
Point3F f = c.normal * s;
// Friction impulse, calculated as a function of the
// amount of force it would take to stop the motion
// perpendicular to the normal.
Point3F uv = v - (c.normal * vn);
F32 ul = uv.len();
if (s > 0 && ul)
{
uv /= -ul;
F32 u = ul * ns.getZeroImpulse(r,uv);
s *= mRigid.friction;
if (u > s)
u = s;
f += uv * u;
}
// Accumulate forces
p += f;
mCross(r,f,&t);
l += t;
}
}
}
// Contact constraint forces act over time...
ns.linMomentum += p * dt;
ns.angMomentum += l * dt;
ns.updateVelocity();
return true;
}
//----------------------------------------------------------------------------
bool Vehicle::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
{
PROFILE_SCOPE( Vehicle_ResolveDisplacement );
SceneObject* obj = (state->a->getObject() == this)?
state->b->getObject(): state->a->getObject();
if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
{
// Try to displace the object by the amount we're trying to move
Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1f;
Point3F objOldMom = obj->getMomentum();
Point3F objNewVel = objNewMom / obj->getMass();
Point3F myCenter;
Point3F theirCenter;
getWorldBox().getCenter(&myCenter);
obj->getWorldBox().getCenter(&theirCenter);
if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
{
objNewMom = (theirCenter - myCenter);
objNewMom.normalize();
objNewMom *= 1.0f * obj->getMass();
objNewVel = objNewMom / obj->getMass();
}
obj->setMomentum(objNewMom);
if (obj->displaceObject(objNewVel * 1.1f * dt) == true)
{
// Queue collision and change in velocity
VectorF dv = (objOldMom - objNewMom) / obj->getMass();
queueCollision(static_cast<ShapeBase*>(obj), dv);
return true;
}
}
return false;
}
//----------------------------------------------------------------------------
void Vehicle::updateWorkingCollisionSet(const U32 mask)

View file

@ -201,9 +201,6 @@ class Vehicle : public RigidShape
virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
bool updateCollision(F32 dt);
bool resolveCollision(Rigid& ns,CollisionList& cList);
bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
bool findContacts(Rigid& ns,CollisionList& cList);
void checkTriggers();
static void findCallback(SceneObject* obj,void * key);