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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Makes vehicles work with the physics plugins.
Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects. Based on @rextimmy 's work.
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parent
5122360552
commit
37e030f8f4
9 changed files with 161 additions and 2 deletions
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@ -378,3 +378,25 @@ void BtBody::setSimulationEnabled( bool enabled )
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mIsEnabled = enabled;
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}
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void BtBody::moveKinematicTo(const MatrixF &transform)
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{
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AssertFatal(mActor, "BtBody::moveKinematicTo - The actor is null!");
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U32 bodyflags = mActor->getCollisionFlags();
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const bool isKinematic = bodyflags & BF_KINEMATIC;
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if (!isKinematic)
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{
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Con::errorf("BtBody::moveKinematicTo is only for kinematic bodies.");
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return;
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}
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if (mCenterOfMass)
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{
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MatrixF xfm;
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xfm.mul(transform, *mCenterOfMass);
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mActor->setCenterOfMassTransform(btCast<btTransform>(xfm));
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}
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else
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mActor->setCenterOfMassTransform(btCast<btTransform>(transform));
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}
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@ -111,6 +111,8 @@ public:
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void moveKinematicTo(const MatrixF &xfm);
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};
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#endif // _T3D_PHYSICS_BTBODY_H_
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@ -113,6 +113,10 @@ public:
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///
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virtual void applyImpulse( const Point3F &origin, const Point3F &force ) = 0;
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///
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virtual void moveKinematicTo(const MatrixF &xfm) = 0;
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};
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@ -417,3 +417,22 @@ void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
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}
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void Px3Body::moveKinematicTo(const MatrixF &transform)
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{
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AssertFatal(mActor, "Px3Body::moveKinematicTo - The actor is null!");
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const bool isKinematic = mBodyFlags & BF_KINEMATIC;
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if (!isKinematic)
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{
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Con::errorf("Px3Body::moveKinematicTo is only for kinematic bodies.");
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return;
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}
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mWorld->lockScene();
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physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
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actor->setKinematicTarget(px3Cast<physx::PxTransform>(transform));
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mWorld->unlockScene();
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}
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@ -117,6 +117,8 @@ public:
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void moveKinematicTo(const MatrixF &xfm);
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};
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#endif // _PX3BODY_H_
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@ -62,7 +62,8 @@ Px3World::Px3World(): mScene( NULL ),
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mIsEnabled( false ),
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mEditorTimeScale( 1.0f ),
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mAccumulator( 0 ),
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mControllerManager( NULL )
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mControllerManager(NULL),
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mIsSceneLocked(false)
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{
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}
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@ -335,6 +336,62 @@ void Px3World::releaseWriteLock()
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//AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
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}
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void Px3World::lockScenes()
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{
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Px3World *world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("server"));
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if (world)
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world->lockScene();
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world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("client"));
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if (world)
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world->lockScene();
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}
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void Px3World::unlockScenes()
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{
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Px3World *world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("server"));
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if (world)
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world->unlockScene();
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world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("client"));
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if (world)
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world->unlockScene();
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}
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void Px3World::lockScene()
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{
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if (!mScene)
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return;
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if (mIsSceneLocked)
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{
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Con::printf("Px3World: Attempting to lock a scene that is already locked.");
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return;
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}
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mScene->lockWrite();
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mIsSceneLocked = true;
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}
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void Px3World::unlockScene()
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{
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if (!mScene)
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return;
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if (!mIsSceneLocked)
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{
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Con::printf("Px3World: Attempting to unlock a scene that is not locked.");
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return;
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}
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mScene->unlockWrite();
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mIsSceneLocked = false;
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}
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bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
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{
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@ -56,6 +56,7 @@ protected:
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bool mIsEnabled;
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bool mIsSimulating;
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bool mIsServer;
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bool mIsSceneLocked;
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U32 mTickCount;
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ProcessList *mProcessList;
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F32 mEditorTimeScale;
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@ -96,11 +97,15 @@ public:
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void releaseWriteLock();
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bool isServer(){return mIsServer;}
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physx::PxController* createController( physx::PxControllerDesc &desc );
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void lockScene();
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void unlockScene();
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//static
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static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
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static void releaseWriteLocks();
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static physx::PxCooking *getCooking();
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static void setTiming(F32 stepTime,U32 maxIterations);
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static void lockScenes();
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static void unlockScenes();
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};
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#endif // _PX3WORLD_H_
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