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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-24 00:53:47 +00:00
physics shape and physics debris
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parent
5d641929cf
commit
2b973abdcf
4 changed files with 47 additions and 43 deletions
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@ -74,7 +74,12 @@ PhysicsDebrisData::PhysicsDebrisData()
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lifetime = 5.0f;
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lifetimeVariance = 0.0f;
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INIT_ASSET(Shape);
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mShapeAsset.registerRefreshNotify(this);
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}
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PhysicsDebrisData::~PhysicsDebrisData()
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{
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mShapeAsset.unregisterRefreshNotify();
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}
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bool PhysicsDebrisData::onAdd()
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@ -96,12 +101,12 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
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{
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// Create a dummy shape to force the generation of shaders and materials
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// during the level load and not during gameplay.
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TSShapeInstance *pDummy = new TSShapeInstance( mShape, !server );
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TSShapeInstance *pDummy = new TSShapeInstance( getShape(), !server);
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delete pDummy;
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}
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else
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{
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errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", mShapeAssetId);
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errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", _getShapeAssetId());
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return false;
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}
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@ -113,12 +118,9 @@ void PhysicsDebrisData::initPersistFields()
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docsURL;
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addGroup( "Shapes" );
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addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
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"@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
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"Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
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"Compatable with Live-Asset Reloading.");
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INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
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"Compatable with Live-Asset Reloading.");
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endGroup( "Shapes" );
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addGroup("Rendering");
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@ -216,7 +218,7 @@ void PhysicsDebrisData::packData(BitStream* stream)
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stream->write( waterDampingScale );
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stream->write( buoyancyDensity );
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PACKDATA_ASSET(Shape);
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PACKDATA_ASSET_REFACTOR(Shape);
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}
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void PhysicsDebrisData::unpackData(BitStream* stream)
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@ -237,7 +239,7 @@ void PhysicsDebrisData::unpackData(BitStream* stream)
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stream->read( &waterDampingScale );
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stream->read( &buoyancyDensity );
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UNPACKDATA_ASSET(Shape);
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UNPACKDATA_ASSET_REFACTOR(Shape);
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}
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DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
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@ -248,7 +250,7 @@ DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
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{
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String errorStr;
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object->_setShape(object->getShape());
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object->_setShape(object->_getShapeAssetId());
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if( !object->preload( false, errorStr ) )
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Con::errorf( "PhsysicsDebrisData::preload - error: %s", errorStr.c_str() );
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@ -362,7 +364,7 @@ bool PhysicsDebris::onAdd()
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}
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// Setup our bounding box
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mObjBox = mDataBlock->mShape->mBounds;
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mObjBox = mDataBlock->getShape()->mBounds;
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resetWorldBox();
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// Add it to the client scene.
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@ -625,7 +627,7 @@ void PhysicsDebris::_createFragments()
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if ( !mWorld )
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return;
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TSShape *shape = mDataBlock->mShape;
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TSShape *shape = mDataBlock->getShape();
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mShapeInstance = new TSShapeInstance( shape, true );
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mShapeInstance->animate();
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@ -699,7 +701,7 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
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// 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
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// 2. Collision node is a child of its visible mesh node
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TSShape *shape = mDataBlock->mShape;
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TSShape *shape = mDataBlock->getShape();
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S32 itr = shape->nodes[colNode].parentIndex;
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itr = shape->nodes[itr].firstChild;
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@ -42,7 +42,7 @@ class TSShape;
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//**************************************************************************
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// Debris Data
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//**************************************************************************
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class PhysicsDebrisData : public GameBaseData
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class PhysicsDebrisData : public GameBaseData, protected AssetPtrCallback
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{
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typedef GameBaseData Parent;
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@ -86,10 +86,10 @@ public:
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/// Is rendererd during shadow passes.
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bool castShadows;
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DECLARE_SHAPEASSET(PhysicsDebrisData, Shape, onShapeChanged);
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DECLARE_ASSET_SETGET(PhysicsDebrisData, Shape);
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DECLARE_SHAPEASSET_REFACTOR(PhysicsDebrisData, Shape)
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PhysicsDebrisData();
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virtual ~PhysicsDebrisData();
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bool onAdd() override;
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bool preload( bool server, String &errorStr ) override;
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@ -97,13 +97,14 @@ public:
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void packData( BitStream *stream ) override;
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void unpackData( BitStream *stream ) override;
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void onShapeChanged()
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DECLARE_CONOBJECT( PhysicsDebrisData );
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protected:
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void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
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{
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reloadOnLocalClient();
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}
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DECLARE_CONOBJECT( PhysicsDebrisData );
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};
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@ -78,11 +78,12 @@ PhysicsShapeData::PhysicsShapeData()
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buoyancyDensity( 0.0f ),
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simType( SimType_ClientServer )
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{
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INIT_ASSET(Shape);
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mShapeAsset.registerRefreshNotify(this);
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}
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PhysicsShapeData::~PhysicsShapeData()
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{
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mShapeAsset.unregisterRefreshNotify();
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}
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void PhysicsShapeData::initPersistFields()
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@ -90,7 +91,7 @@ void PhysicsShapeData::initPersistFields()
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docsURL;
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addGroup("Shapes");
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INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
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"Compatable with Live-Asset Reloading. ")
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addField( "debris", TYPEID< SimObjectRef<PhysicsDebrisData> >(), Offset( debris, PhysicsShapeData ),
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@ -180,7 +181,7 @@ void PhysicsShapeData::packData( BitStream *stream )
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{
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Parent::packData( stream );
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PACKDATA_ASSET(Shape);
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PACKDATA_ASSET_REFACTOR(Shape);
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stream->write( mass );
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stream->write( dynamicFriction );
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@ -204,7 +205,7 @@ void PhysicsShapeData::unpackData( BitStream *stream )
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{
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Parent::unpackData(stream);
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UNPACKDATA_ASSET(Shape);
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UNPACKDATA_ASSET_REFACTOR(Shape);
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stream->read( &mass );
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stream->read( &dynamicFriction );
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@ -249,19 +250,19 @@ void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
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if ( path != Path(mShapeAsset->getShapeFilePath()) )
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return;
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_setShape(getShape());
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_setShape(_getShapeAssetId());
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// Reload the changed shape.
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PhysicsCollisionRef reloadcolShape;
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if ( !mShape )
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if ( !getShape())
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{
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Con::warnf( ConsoleLogEntry::General, "PhysicsShapeData::_onResourceChanged: Could not reload %s.", path.getFileName().c_str() );
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return;
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}
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// Reload the collision shape.
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reloadcolShape = mShape->buildColShape( false, Point3F::One );
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reloadcolShape = getShape()->buildColShape( false, Point3F::One );
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if ( bool(reloadcolShape))
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colShape = reloadcolShape;
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@ -286,31 +287,31 @@ bool PhysicsShapeData::preload( bool server, String &errorBuffer )
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if (mShapeAsset.notNull())
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{
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if (bool(mShape) == false)
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if (bool(getShape()) == false)
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{
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errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", mShapeAssetId);
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errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", _getShapeAssetId());
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return false;
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}
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if (!server && !mShape->preloadMaterialList(mShape.getPath()) && NetConnection::filesWereDownloaded())
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if (!server && !getShape()->preloadMaterialList(getShape().getPath()) && NetConnection::filesWereDownloaded())
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shapeError = true;
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}
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// Prepare the shared physics collision shape.
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if ( !colShape && mShape)
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if ( !colShape && getShape())
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{
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colShape = mShape->buildColShape( false, Point3F::One );
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colShape = getShape()->buildColShape( false, Point3F::One );
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// If we got here and didn't get a collision shape then
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// we need to fail... can't have a shape without collision.
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if ( !colShape )
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{
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//no collision so we create a simple box collision shape from the shapes bounds and alert the user
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Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", mShapeAssetId);
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Point3F halfWidth = mShape->mBounds.getExtents() * 0.5f;
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Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", _getShapeAssetId());
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Point3F halfWidth = getShape()->mBounds.getExtents() * 0.5f;
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colShape = PHYSICSMGR->createCollision();
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MatrixF centerXfm(true);
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centerXfm.setPosition(mShape->mBounds.getCenter());
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centerXfm.setPosition(getShape()->mBounds.getCenter());
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colShape->addBox(halfWidth, centerXfm);
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return true;
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}
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@ -703,11 +704,11 @@ bool PhysicsShape::_createShape()
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mAmbientSeq = -1;
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PhysicsShapeData *db = getDataBlock();
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if ( !db || !db->mShape)
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if ( !db || !db->getShape())
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return false;
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// Set the world box.
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mObjBox = db->mShape->mBounds;
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mObjBox = db->getShape()->mBounds;
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resetWorldBox();
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// If this is the server and its a client only simulation
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@ -721,11 +722,11 @@ bool PhysicsShape::_createShape()
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}
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// Create the shape instance.
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mShapeInst = new TSShapeInstance( db->mShape, isClientObject() );
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mShapeInst = new TSShapeInstance( db->getShape(), isClientObject() );
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if ( isClientObject() )
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{
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mAmbientSeq = db->mShape->findSequence( "ambient" );
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mAmbientSeq = db->getShape()->findSequence( "ambient" );
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_initAmbient();
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}
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@ -51,7 +51,7 @@ class PhysicsDebrisData;
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class ExplosionData;
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class PhysicsShapeData : public GameBaseData
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class PhysicsShapeData : public GameBaseData, protected AssetPtrCallback
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{
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typedef GameBaseData Parent;
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@ -74,8 +74,7 @@ public:
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public:
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DECLARE_SHAPEASSET(PhysicsShapeData, Shape, onShapeChanged);
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DECLARE_ASSET_SETGET(PhysicsShapeData, Shape);
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DECLARE_SHAPEASSET_REFACTOR(PhysicsShapeData, Shape)
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/// The shared unscaled collision shape.
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PhysicsCollisionRef colShape;
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@ -135,7 +134,8 @@ public:
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SimObjectRef< ExplosionData > explosion;
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SimObjectRef< PhysicsShapeData > destroyedShape;
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void onShapeChanged()
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protected:
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void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
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{
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reloadOnLocalClient();
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}
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