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redundancy kill-off
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2 changed files with 0 additions and 160 deletions
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@ -1310,163 +1310,6 @@ bool Vehicle::updateCollision(F32 dt)
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return collided;
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return collided;
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}
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}
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//----------------------------------------------------------------------------
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/** Resolve collision impacts
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Handle collision impacts, as opposed to contacts. Impulses are calculated based
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on standard collision resolution formulas.
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*/
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bool Vehicle::resolveCollision(Rigid& ns,CollisionList& cList)
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{
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PROFILE_SCOPE( Vehicle_ResolveCollision );
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// Apply impulses to resolve collision
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bool collided = false;
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for (S32 i = 0; i < cList.getCount(); i++)
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{
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Collision& c = cList[i];
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if (c.distance < mDataBlock->collisionTol)
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{
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// Velocity into surface
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Point3F v,r;
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ns.getOriginVector(c.point,&r);
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ns.getVelocity(r,&v);
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F32 vn = mDot(v,c.normal);
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// Only interested in velocities greater than sContactTol,
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// velocities less than that will be dealt with as contacts
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// "constraints".
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if (vn < -mDataBlock->contactTol)
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{
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// Apply impulses to the rigid body to keep it from
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// penetrating the surface.
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ns.resolveCollision(cList[i].point,
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cList[i].normal);
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collided = true;
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// Keep track of objects we collide with
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if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
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{
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ShapeBase* col = static_cast<ShapeBase*>(c.object);
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queueCollision(col,v - col->getVelocity());
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}
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}
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}
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}
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return collided;
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}
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//----------------------------------------------------------------------------
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/** Resolve contact forces
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Resolve contact forces using the "penalty" method. Forces are generated based
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on the depth of penetration and the moment of inertia at the point of contact.
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*/
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bool Vehicle::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
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{
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PROFILE_SCOPE( Vehicle_ResolveContacts );
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// Use spring forces to manage contact constraints.
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bool collided = false;
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Point3F t,p(0,0,0),l(0,0,0);
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for (S32 i = 0; i < cList.getCount(); i++)
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{
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const Collision& c = cList[i];
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if (c.distance < mDataBlock->collisionTol)
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{
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// Velocity into the surface
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Point3F v,r;
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ns.getOriginVector(c.point,&r);
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ns.getVelocity(r,&v);
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F32 vn = mDot(v,c.normal);
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// Only interested in velocities less than mDataBlock->contactTol,
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// velocities greater than that are dealt with as collisions.
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if (mFabs(vn) < mDataBlock->contactTol)
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{
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collided = true;
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// Penetration force. This is actually a spring which
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// will seperate the body from the collision surface.
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F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
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F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
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Point3F f = c.normal * s;
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// Friction impulse, calculated as a function of the
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// amount of force it would take to stop the motion
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// perpendicular to the normal.
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Point3F uv = v - (c.normal * vn);
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F32 ul = uv.len();
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if (s > 0 && ul)
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{
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uv /= -ul;
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F32 u = ul * ns.getZeroImpulse(r,uv);
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s *= mRigid.friction;
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if (u > s)
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u = s;
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f += uv * u;
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}
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// Accumulate forces
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p += f;
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mCross(r,f,&t);
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l += t;
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}
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}
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}
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// Contact constraint forces act over time...
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ns.linMomentum += p * dt;
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ns.angMomentum += l * dt;
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ns.updateVelocity();
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return true;
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}
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//----------------------------------------------------------------------------
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bool Vehicle::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
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{
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PROFILE_SCOPE( Vehicle_ResolveDisplacement );
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SceneObject* obj = (state->a->getObject() == this)?
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state->b->getObject(): state->a->getObject();
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if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
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{
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// Try to displace the object by the amount we're trying to move
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Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1f;
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Point3F objOldMom = obj->getMomentum();
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Point3F objNewVel = objNewMom / obj->getMass();
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Point3F myCenter;
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Point3F theirCenter;
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getWorldBox().getCenter(&myCenter);
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obj->getWorldBox().getCenter(&theirCenter);
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if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
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{
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objNewMom = (theirCenter - myCenter);
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objNewMom.normalize();
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objNewMom *= 1.0f * obj->getMass();
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objNewVel = objNewMom / obj->getMass();
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}
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obj->setMomentum(objNewMom);
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if (obj->displaceObject(objNewVel * 1.1f * dt) == true)
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{
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// Queue collision and change in velocity
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VectorF dv = (objOldMom - objNewMom) / obj->getMass();
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queueCollision(static_cast<ShapeBase*>(obj), dv);
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return true;
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}
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}
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return false;
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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void Vehicle::updateWorkingCollisionSet(const U32 mask)
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void Vehicle::updateWorkingCollisionSet(const U32 mask)
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@ -201,9 +201,6 @@ class Vehicle : public RigidShape
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virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
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virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void updatePos(F32 dt);
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void updatePos(F32 dt);
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bool updateCollision(F32 dt);
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bool updateCollision(F32 dt);
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bool resolveCollision(Rigid& ns,CollisionList& cList);
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bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
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bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
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bool findContacts(Rigid& ns,CollisionList& cList);
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bool findContacts(Rigid& ns,CollisionList& cList);
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void checkTriggers();
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void checkTriggers();
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static void findCallback(SceneObject* obj,void * key);
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static void findCallback(SceneObject* obj,void * key);
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