physics shape and physics debris

This commit is contained in:
marauder2k7 2025-06-19 14:32:32 +01:00
parent 5d641929cf
commit 2b973abdcf
4 changed files with 47 additions and 43 deletions

View file

@ -74,7 +74,12 @@ PhysicsDebrisData::PhysicsDebrisData()
lifetime = 5.0f;
lifetimeVariance = 0.0f;
INIT_ASSET(Shape);
mShapeAsset.registerRefreshNotify(this);
}
PhysicsDebrisData::~PhysicsDebrisData()
{
mShapeAsset.unregisterRefreshNotify();
}
bool PhysicsDebrisData::onAdd()
@ -96,12 +101,12 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
{
// Create a dummy shape to force the generation of shaders and materials
// during the level load and not during gameplay.
TSShapeInstance *pDummy = new TSShapeInstance( mShape, !server );
TSShapeInstance *pDummy = new TSShapeInstance( getShape(), !server);
delete pDummy;
}
else
{
errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", mShapeAssetId);
errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", _getShapeAssetId());
return false;
}
@ -113,12 +118,9 @@ void PhysicsDebrisData::initPersistFields()
docsURL;
addGroup( "Shapes" );
addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
"@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
"Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
endGroup( "Shapes" );
addGroup("Rendering");
@ -216,7 +218,7 @@ void PhysicsDebrisData::packData(BitStream* stream)
stream->write( waterDampingScale );
stream->write( buoyancyDensity );
PACKDATA_ASSET(Shape);
PACKDATA_ASSET_REFACTOR(Shape);
}
void PhysicsDebrisData::unpackData(BitStream* stream)
@ -237,7 +239,7 @@ void PhysicsDebrisData::unpackData(BitStream* stream)
stream->read( &waterDampingScale );
stream->read( &buoyancyDensity );
UNPACKDATA_ASSET(Shape);
UNPACKDATA_ASSET_REFACTOR(Shape);
}
DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
@ -248,7 +250,7 @@ DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
{
String errorStr;
object->_setShape(object->getShape());
object->_setShape(object->_getShapeAssetId());
if( !object->preload( false, errorStr ) )
Con::errorf( "PhsysicsDebrisData::preload - error: %s", errorStr.c_str() );
@ -362,7 +364,7 @@ bool PhysicsDebris::onAdd()
}
// Setup our bounding box
mObjBox = mDataBlock->mShape->mBounds;
mObjBox = mDataBlock->getShape()->mBounds;
resetWorldBox();
// Add it to the client scene.
@ -625,7 +627,7 @@ void PhysicsDebris::_createFragments()
if ( !mWorld )
return;
TSShape *shape = mDataBlock->mShape;
TSShape *shape = mDataBlock->getShape();
mShapeInstance = new TSShapeInstance( shape, true );
mShapeInstance->animate();
@ -699,7 +701,7 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
// 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
// 2. Collision node is a child of its visible mesh node
TSShape *shape = mDataBlock->mShape;
TSShape *shape = mDataBlock->getShape();
S32 itr = shape->nodes[colNode].parentIndex;
itr = shape->nodes[itr].firstChild;

View file

@ -42,7 +42,7 @@ class TSShape;
//**************************************************************************
// Debris Data
//**************************************************************************
class PhysicsDebrisData : public GameBaseData
class PhysicsDebrisData : public GameBaseData, protected AssetPtrCallback
{
typedef GameBaseData Parent;
@ -86,10 +86,10 @@ public:
/// Is rendererd during shadow passes.
bool castShadows;
DECLARE_SHAPEASSET(PhysicsDebrisData, Shape, onShapeChanged);
DECLARE_ASSET_SETGET(PhysicsDebrisData, Shape);
DECLARE_SHAPEASSET_REFACTOR(PhysicsDebrisData, Shape)
PhysicsDebrisData();
virtual ~PhysicsDebrisData();
bool onAdd() override;
bool preload( bool server, String &errorStr ) override;
@ -97,13 +97,14 @@ public:
void packData( BitStream *stream ) override;
void unpackData( BitStream *stream ) override;
void onShapeChanged()
DECLARE_CONOBJECT( PhysicsDebrisData );
protected:
void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
{
reloadOnLocalClient();
}
DECLARE_CONOBJECT( PhysicsDebrisData );
};

View file

@ -78,11 +78,12 @@ PhysicsShapeData::PhysicsShapeData()
buoyancyDensity( 0.0f ),
simType( SimType_ClientServer )
{
INIT_ASSET(Shape);
mShapeAsset.registerRefreshNotify(this);
}
PhysicsShapeData::~PhysicsShapeData()
{
mShapeAsset.unregisterRefreshNotify();
}
void PhysicsShapeData::initPersistFields()
@ -90,7 +91,7 @@ void PhysicsShapeData::initPersistFields()
docsURL;
addGroup("Shapes");
INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
"Compatable with Live-Asset Reloading. ")
addField( "debris", TYPEID< SimObjectRef<PhysicsDebrisData> >(), Offset( debris, PhysicsShapeData ),
@ -180,7 +181,7 @@ void PhysicsShapeData::packData( BitStream *stream )
{
Parent::packData( stream );
PACKDATA_ASSET(Shape);
PACKDATA_ASSET_REFACTOR(Shape);
stream->write( mass );
stream->write( dynamicFriction );
@ -204,7 +205,7 @@ void PhysicsShapeData::unpackData( BitStream *stream )
{
Parent::unpackData(stream);
UNPACKDATA_ASSET(Shape);
UNPACKDATA_ASSET_REFACTOR(Shape);
stream->read( &mass );
stream->read( &dynamicFriction );
@ -249,19 +250,19 @@ void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
if ( path != Path(mShapeAsset->getShapeFilePath()) )
return;
_setShape(getShape());
_setShape(_getShapeAssetId());
// Reload the changed shape.
PhysicsCollisionRef reloadcolShape;
if ( !mShape )
if ( !getShape())
{
Con::warnf( ConsoleLogEntry::General, "PhysicsShapeData::_onResourceChanged: Could not reload %s.", path.getFileName().c_str() );
return;
}
// Reload the collision shape.
reloadcolShape = mShape->buildColShape( false, Point3F::One );
reloadcolShape = getShape()->buildColShape( false, Point3F::One );
if ( bool(reloadcolShape))
colShape = reloadcolShape;
@ -286,31 +287,31 @@ bool PhysicsShapeData::preload( bool server, String &errorBuffer )
if (mShapeAsset.notNull())
{
if (bool(mShape) == false)
if (bool(getShape()) == false)
{
errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", mShapeAssetId);
errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", _getShapeAssetId());
return false;
}
if (!server && !mShape->preloadMaterialList(mShape.getPath()) && NetConnection::filesWereDownloaded())
if (!server && !getShape()->preloadMaterialList(getShape().getPath()) && NetConnection::filesWereDownloaded())
shapeError = true;
}
// Prepare the shared physics collision shape.
if ( !colShape && mShape)
if ( !colShape && getShape())
{
colShape = mShape->buildColShape( false, Point3F::One );
colShape = getShape()->buildColShape( false, Point3F::One );
// If we got here and didn't get a collision shape then
// we need to fail... can't have a shape without collision.
if ( !colShape )
{
//no collision so we create a simple box collision shape from the shapes bounds and alert the user
Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", mShapeAssetId);
Point3F halfWidth = mShape->mBounds.getExtents() * 0.5f;
Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", _getShapeAssetId());
Point3F halfWidth = getShape()->mBounds.getExtents() * 0.5f;
colShape = PHYSICSMGR->createCollision();
MatrixF centerXfm(true);
centerXfm.setPosition(mShape->mBounds.getCenter());
centerXfm.setPosition(getShape()->mBounds.getCenter());
colShape->addBox(halfWidth, centerXfm);
return true;
}
@ -703,11 +704,11 @@ bool PhysicsShape::_createShape()
mAmbientSeq = -1;
PhysicsShapeData *db = getDataBlock();
if ( !db || !db->mShape)
if ( !db || !db->getShape())
return false;
// Set the world box.
mObjBox = db->mShape->mBounds;
mObjBox = db->getShape()->mBounds;
resetWorldBox();
// If this is the server and its a client only simulation
@ -721,11 +722,11 @@ bool PhysicsShape::_createShape()
}
// Create the shape instance.
mShapeInst = new TSShapeInstance( db->mShape, isClientObject() );
mShapeInst = new TSShapeInstance( db->getShape(), isClientObject() );
if ( isClientObject() )
{
mAmbientSeq = db->mShape->findSequence( "ambient" );
mAmbientSeq = db->getShape()->findSequence( "ambient" );
_initAmbient();
}

View file

@ -51,7 +51,7 @@ class PhysicsDebrisData;
class ExplosionData;
class PhysicsShapeData : public GameBaseData
class PhysicsShapeData : public GameBaseData, protected AssetPtrCallback
{
typedef GameBaseData Parent;
@ -74,8 +74,7 @@ public:
public:
DECLARE_SHAPEASSET(PhysicsShapeData, Shape, onShapeChanged);
DECLARE_ASSET_SETGET(PhysicsShapeData, Shape);
DECLARE_SHAPEASSET_REFACTOR(PhysicsShapeData, Shape)
/// The shared unscaled collision shape.
PhysicsCollisionRef colShape;
@ -135,7 +134,8 @@ public:
SimObjectRef< ExplosionData > explosion;
SimObjectRef< PhysicsShapeData > destroyedShape;
void onShapeChanged()
protected:
void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
{
reloadOnLocalClient();
}