Merge pull request #324 from Azaezel/alpha40_gravitas_clean

code review:
This commit is contained in:
Brian Roberts 2020-10-03 11:24:52 -05:00 committed by GitHub
commit 5238d65faa
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13 changed files with 192 additions and 488 deletions

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@ -50,8 +50,6 @@ const S32 sCollisionTimeout = 15; // Timout value in ticks
static F32 sMinWarpTicks = 0.5 ; // Fraction of tick at which instant warp occures
static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
F32 Item::mGravity = -20.0f;
const U32 sClientCollisionMask = (TerrainObjectType |
StaticShapeObjectType |
VehicleObjectType |
@ -716,18 +714,20 @@ void Item::updateWorkingCollisionSet(const U32 mask, const F32 dt)
void Item::updateVelocity(const F32 dt)
{
// Container buoyancy & drag
// Acceleration due to gravity
mVelocity.z += (mGravity * mDataBlock->gravityMod) * dt;
mVelocity.z += (mNetGravity * mDataBlock->gravityMod) * dt;
mVelocity -= mVelocity * mDrag * dt;
// Add in physical zone force
mVelocity += mAppliedForce;
F32 len;
if (mDataBlock->maxVelocity > 0 && (len = mVelocity.len()) > (mDataBlock->maxVelocity * 1.05)) {
Point3F excess = mVelocity * (1.0 - (mDataBlock->maxVelocity / len ));
excess *= 0.1f;
mVelocity -= excess;
}
// Container buoyancy & drag
mVelocity.z -= mBuoyancy * (mGravity * mDataBlock->gravityMod * mGravityMod) * dt;
mVelocity -= mVelocity * mDrag * dt;
}

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@ -92,7 +92,6 @@ class Item: public ShapeBase
// Static attributes
ItemData* mDataBlock;
static F32 mGravity;
bool mStatic;
bool mRotate;

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@ -1581,8 +1581,6 @@ ConsoleDocClass( Player,
"@ingroup gameObjects\n"
);
F32 Player::mGravity = -20;
//----------------------------------------------------------------------------
Player::Player()
@ -2890,7 +2888,7 @@ void Player::updateMove(const Move* move)
speed_bias = speed_bias + (speed_bias_goal - speed_bias)*0.1f;
moveSpeed *= speed_bias;
// Acceleration due to gravity
VectorF acc(0.0f, 0.0f, mGravity * mGravityMod * TickSec);
VectorF acc(0.0f, 0.0f, mNetGravity/(1.0 - mBuoyancy) * TickSec);
// Determine ground contact normal. Only look for contacts if
// we can move and aren't mounted.
@ -3254,30 +3252,6 @@ void Player::updateMove(const Move* move)
mVelocity.z -= mDataBlock->upResistFactor * TickSec * (mVelocity.z - mDataBlock->upResistSpeed);
}
// Container buoyancy & drag
/* Commented out until the buoyancy calculation can be reworked so that a container and
** player with the same density will result in neutral buoyancy.
if (mBuoyancy != 0)
{
// Applying buoyancy when standing still causing some jitters-
if (mBuoyancy > 1.0 || !mVelocity.isZero() || !runSurface)
{
// A little hackery to prevent oscillation
// based on http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html
F32 buoyancyForce = mBuoyancy * mGravity * mGravityMod * TickSec;
F32 currHeight = getPosition().z;
const F32 C = 2.0f;
const F32 M = 0.1f;
if ( currHeight + mVelocity.z * TickSec * C > mLiquidHeight )
buoyancyForce *= M;
mVelocity.z -= buoyancyForce;
}
}
*/
// Apply drag
if ( mSwimming )
mVelocity -= mVelocity * mDrag * TickSec * ( mVelocity.len() / mDataBlock->maxUnderwaterForwardSpeed );

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@ -444,7 +444,6 @@ protected:
Point3F mRot; ///< Body rotation, uses only z
VectorF mVelocity; ///< Velocity
Point3F mAnchorPoint; ///< Pos compression anchor
static F32 mGravity; ///< Gravity
S32 mImpactSound;
bool mUseHeadZCalc; ///< Including mHead.z in transform calculations

View file

@ -47,7 +47,8 @@
#include "sfx/sfxSystem.h"
#include "T3D/fx/particleEmitter.h"
#include "console/engineAPI.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsCollision.h"
IMPLEMENT_CO_DATABLOCK_V1(RigidShapeData);
@ -152,45 +153,33 @@ ConsoleDocClass( RigidShape,
"@ingroup Physics\n"
);
IMPLEMENT_CALLBACK(RigidShapeData, onEnterLiquid, void, (RigidShape* obj, F32 coverage, const char* type), (obj, coverage, type),
"Called when the vehicle enters liquid.\n"
"@param obj the Vehicle object\n"
"@param coverage percentage of the vehicle's bounding box covered by the liquid\n"
"@param type type of liquid the vehicle has entered\n");
IMPLEMENT_CALLBACK( RigidShape, onEnterLiquid, void, ( const char* objId, F32 waterCoverage, const char* liquidType ),
( objId, waterCoverage, liquidType ),
"@brief Called whenever this RigidShape object enters liquid.\n\n"
"@param objId The ID of the rigidShape object.\n"
"@param waterCoverage Amount of water coverage the RigidShape has.\n"
"@param liquidType Type of liquid that was entered.\n\n"
"@tsexample\n"
"// The RigidShape object falls in a body of liquid, causing the callback to occur.\n"
"RigidShape::onEnterLiquid(%this,%objId,%waterCoverage,%liquidType)\n"
" {\n"
" // Code to run whenever this callback occurs.\n"
" }\n"
"@endtsexample\n\n"
"@see ShapeBase\n\n"
);
IMPLEMENT_CALLBACK( RigidShape, onLeaveLiquid, void, ( const char* objId, const char* liquidType ),( objId, liquidType ),
"@brief Called whenever the RigidShape object exits liquid.\n\n"
"@param objId The ID of the RigidShape object.\n"
"@param liquidType Type if liquid that was exited.\n\n"
"@tsexample\n"
"// The RigidShape object exits in a body of liquid, causing the callback to occur.\n"
"RigidShape::onLeaveLiquid(%this,%objId,%liquidType)\n"
" {\n"
" // Code to run whenever this callback occurs.\n"
" }\n"
"@endtsexample\n\n"
"@see ShapeBase\n\n"
);
IMPLEMENT_CALLBACK(RigidShapeData, onLeaveLiquid, void, (RigidShape* obj, const char* type), (obj, type),
"Called when the vehicle leaves liquid.\n"
"@param obj the Vehicle object\n"
"@param type type of liquid the vehicle has left\n");
//----------------------------------------------------------------------------
namespace {
static U32 sWorkingQueryBoxStaleThreshold = 10; // The maximum number of ticks that go by before
// the mWorkingQueryBox is considered stale and
// needs updating. Set to -1 to disable.
static F32 sWorkingQueryBoxSizeMultiplier = 2.0f; // How much larger should the mWorkingQueryBox be
// made when updating the working collision list.
// The larger this number the less often the working list
// will be updated due to motion, but any non-static shape
// that moves into the query box will not be noticed.
// Client prediction
const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
const F32 sRigidShapeGravity = -20;
// Physics and collision constants
static F32 sRestTol = 0.5; // % of gravity energy to be at rest
@ -265,6 +254,7 @@ RigidShapeData::RigidShapeData()
softSplashSoundVel = 1.0;
medSplashSoundVel = 2.0;
hardSplashSoundVel = 3.0;
enablePhysicsRep = true;
dMemset(waterSound, 0, sizeof(waterSound));
@ -390,6 +380,7 @@ void RigidShapeData::packData(BitStream* stream)
stream->write(softSplashSoundVel);
stream->write(medSplashSoundVel);
stream->write(hardSplashSoundVel);
stream->write(enablePhysicsRep);
// write the water sound profiles
for( U32 i = 0; i < MaxSounds; ++ i )
@ -448,6 +439,7 @@ void RigidShapeData::unpackData(BitStream* stream)
stream->read(&softSplashSoundVel);
stream->read(&medSplashSoundVel);
stream->read(&hardSplashSoundVel);
stream->read(&enablePhysicsRep);
// write the water sound profiles
for( U32 i = 0; i < MaxSounds; ++ i )
@ -477,6 +469,11 @@ void RigidShapeData::unpackData(BitStream* stream)
void RigidShapeData::initPersistFields()
{
addGroup("Physics");
addField("enablePhysicsRep", TypeBool, Offset(enablePhysicsRep, RigidShapeData),
"@brief Creates a representation of the object in the physics plugin.\n");
endGroup("Physics");
addField("massCenter", TypePoint3F, Offset(massCenter, RigidShapeData), "Center of mass for rigid body.");
addField("massBox", TypePoint3F, Offset(massBox, RigidShapeData), "Size of inertial box.");
addField("bodyRestitution", TypeF32, Offset(body.restitution, RigidShapeData), "The percentage of kinetic energy kept by this object in a collision.");
@ -592,6 +589,12 @@ RigidShape::RigidShape()
restCount = 0;
inLiquid = false;
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
mPhysicsRep = NULL;
}
RigidShape::~RigidShape()
@ -619,6 +622,9 @@ bool RigidShape::onAdd()
if (!Parent::onAdd())
return false;
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
// When loading from a mission script, the base SceneObject's transform
// will have been set and needs to be transfered to the rigid body.
mRigid.setTransform(mObjToWorld);
@ -672,6 +678,7 @@ bool RigidShape::onAdd()
mConvex.box.minExtents.convolve(mObjScale);
mConvex.box.maxExtents.convolve(mObjScale);
mConvex.findNodeTransform();
_createPhysics();
addToScene();
@ -722,14 +729,36 @@ void RigidShape::onRemove()
}
}
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
Parent::onRemove();
}
void RigidShape::_createPhysics()
{
SAFE_DELETE(mPhysicsRep);
if (!PHYSICSMGR || !mDataBlock->enablePhysicsRep)
return;
TSShape* shape = mShapeInstance->getShape();
PhysicsCollision* colShape = NULL;
colShape = shape->buildColShape(false, getScale());
if (colShape)
{
PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, 0, PhysicsBody::BF_KINEMATIC, this, world);
mPhysicsRep->setTransform(getTransform());
}
}
//----------------------------------------------------------------------------
void RigidShape::processTick(const Move* move)
{
PROFILE_SCOPE(RigidShape_ProcessTick);
Parent::processTick(move);
if ( isMounted() )
return;
@ -776,6 +805,8 @@ void RigidShape::processTick(const Move* move)
// Update the physics based on the integration rate
S32 count = mDataBlock->integration;
--mWorkingQueryBoxCountDown;
if (!mDisableMove)
updateWorkingCollisionSet(getCollisionMask());
for (U32 i = 0; i < count; i++)
@ -790,6 +821,11 @@ void RigidShape::processTick(const Move* move)
setPosition(mRigid.linPosition, mRigid.angPosition);
setMaskBits(PositionMask);
updateContainer();
//TODO: Only update when position has actually changed
//no need to check if mDataBlock->enablePhysicsRep is false as mPhysicsRep will be NULL if it is
if (mPhysicsRep)
mPhysicsRep->moveKinematicTo(getTransform());
}
}
@ -1036,6 +1072,8 @@ void RigidShape::enableCollision()
void RigidShape::updatePos(F32 dt)
{
PROFILE_SCOPE(RigidShape_UpdatePos);
Point3F origVelocity = mRigid.linVelocity;
// Update internal forces acting on the body.
@ -1044,19 +1082,19 @@ void RigidShape::updatePos(F32 dt)
// Update collision information based on our current pos.
bool collided = false;
if (!mRigid.atRest && !mDisableMove)
if (!mRigid.atRest && !mDisableMove)
{
collided = updateCollision(dt);
// Now that all the forces have been processed, lets
// Now that all the forces have been processed, lets
// see if we're at rest. Basically, if the kinetic energy of
// the shape is less than some percentage of the energy added
// the rigid body is less than some percentage of the energy added
// by gravity for a short period, we're considered at rest.
// This should really be part of the rigid class...
if (mCollisionList.getCount())
if (mCollisionList.getCount())
{
F32 k = mRigid.getKineticEnergy();
F32 G = sRigidShapeGravity * dt;
F32 G = mNetGravity * dt;
F32 Kg = 0.5 * mRigid.mass * G * G;
if (k < sRestTol * Kg && ++restCount > sRestCount)
mRigid.setAtRest();
@ -1070,7 +1108,7 @@ void RigidShape::updatePos(F32 dt)
mRigid.integrate(dt);
// Deal with client and server scripting, sounds, etc.
if (isServerObject())
if (isServerObject())
{
// Check triggers and other objects that we normally don't
@ -1083,7 +1121,7 @@ void RigidShape::updatePos(F32 dt)
notifyCollision();
// Server side impact script callback
if (collided)
if (collided)
{
VectorF collVec = mRigid.linVelocity - origVelocity;
F32 collSpeed = collVec.len();
@ -1091,15 +1129,15 @@ void RigidShape::updatePos(F32 dt)
onImpact(collVec);
}
// Water script callbacks
if (!inLiquid && mWaterCoverage != 0.0f)
// Water script callbacks
if (!inLiquid && mWaterCoverage != 0.0f)
{
onEnterLiquid_callback(getIdString(), mWaterCoverage, mLiquidType.c_str() );
mDataBlock->onEnterLiquid_callback(this, mWaterCoverage, mLiquidType.c_str());
inLiquid = true;
}
else if (inLiquid && mWaterCoverage == 0.0f)
else if (inLiquid && mWaterCoverage == 0.0f)
{
onLeaveLiquid_callback(getIdString(), mLiquidType.c_str() );
mDataBlock->onLeaveLiquid_callback(this, mLiquidType.c_str());
inLiquid = false;
}
@ -1123,7 +1161,7 @@ void RigidShape::updatePos(F32 dt)
// Water volume sounds
F32 vSpeed = getVelocity().len();
if (!inLiquid && mWaterCoverage >= 0.8f) {
if (vSpeed >= mDataBlock->hardSplashSoundVel)
if (vSpeed >= mDataBlock->hardSplashSoundVel)
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ImpactHard], &getTransform());
else
if (vSpeed >= mDataBlock->medSplashSoundVel)
@ -1132,9 +1170,9 @@ void RigidShape::updatePos(F32 dt)
if (vSpeed >= mDataBlock->softSplashSoundVel)
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ImpactSoft], &getTransform());
inLiquid = true;
}
}
else
if(inLiquid && mWaterCoverage < 0.8f) {
if (inLiquid && mWaterCoverage < 0.8f) {
if (vSpeed >= mDataBlock->exitSplashSoundVel)
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ExitWater], &getTransform());
inLiquid = false;
@ -1142,40 +1180,31 @@ void RigidShape::updatePos(F32 dt)
}
}
//----------------------------------------------------------------------------
void RigidShape::updateForces(F32 /*dt*/)
void RigidShape::updateForces(F32 dt)
{
if (mDisableMove) return;
Point3F gravForce(0, 0, sRigidShapeGravity * mRigid.mass * mGravityMod);
MatrixF currTransform;
mRigid.getTransform(&currTransform);
Point3F torque(0, 0, 0);
Point3F force(0, 0, 0);
Point3F vel = mRigid.linVelocity;
// Gravity
force += gravForce;
Point3F force(0, 0, mRigid.mass * mNetGravity);
// Apply drag
Point3F vDrag = mRigid.linVelocity;
vDrag.convolve(Point3F(1, 1, mDataBlock->vertFactor));
force -= vDrag * mDataBlock->dragForce;
Point3F vertDrag = mRigid.linVelocity*Point3F(1, 1, mDataBlock->vertFactor);
force -= vertDrag * mDataBlock->dragForce;
// Add in physical zone force
force += mAppliedForce;
// Container buoyancy & drag
force += Point3F(0, 0,-mBuoyancy * sRigidShapeGravity * mRigid.mass * mGravityMod);
force -= mRigid.linVelocity * mDrag;
torque -= mRigid.angMomentum * mDrag;
mRigid.force = force;
mRigid.torque = torque;
// If we're still atRest, make sure we're not accumulating anything
if (mRigid.atRest)
mRigid.setAtRest();
}
@ -1369,17 +1398,53 @@ bool RigidShape::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
void RigidShape::updateWorkingCollisionSet(const U32 mask)
{
PROFILE_SCOPE( Vehicle_UpdateWorkingCollisionSet );
// First, we need to adjust our velocity for possible acceleration. It is assumed
// that we will never accelerate more than 20 m/s for gravity, plus 30 m/s for
// jetting, and an equivalent 10 m/s for vehicle accel. We also assume that our
// working list is updated on a Tick basis, which means we only expand our box by
// the possible movement in that tick, plus some extra for caching purposes
Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
F32 len = (mRigid.linVelocity.len() + 50) * TickSec;
F32 l = (len * 1.1) + 0.1; // fudge factor
convexBox.minExtents -= Point3F(l, l, l);
convexBox.maxExtents += Point3F(l, l, l);
disableCollision();
mConvex.updateWorkingList(convexBox, mask);
enableCollision();
}
// Check to see if it is actually necessary to construct the new working list,
// or if we can use the cached version from the last query. We use the x
// component of the min member of the mWorkingQueryBox, which is lame, but
// it works ok.
bool updateSet = false;
// Check containment
if ((sWorkingQueryBoxStaleThreshold == -1 || mWorkingQueryBoxCountDown > 0) && mWorkingQueryBox.minExtents.x != -1e9f)
{
if (mWorkingQueryBox.isContained(convexBox) == false)
// Needed region is outside the cached region. Update it.
updateSet = true;
}
else
{
// Must update
updateSet = true;
}
// Actually perform the query, if necessary
if (updateSet == true)
{
mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
const Point3F lPoint( sWorkingQueryBoxSizeMultiplier * l );
mWorkingQueryBox = convexBox;
mWorkingQueryBox.minExtents -= lPoint;
mWorkingQueryBox.maxExtents += lPoint;
disableCollision();
mConvex.updateWorkingList(mWorkingQueryBox, mask);
enableCollision();
}
}
//----------------------------------------------------------------------------
/** Check collisions with trigger and items
@ -1573,6 +1638,25 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
void RigidShape::consoleInit()
{
Con::addVariable("$rigidPhysics::workingQueryBoxStaleThreshold", TypeS32, &sWorkingQueryBoxStaleThreshold,
"@brief The maximum number of ticks that go by before the mWorkingQueryBox is considered stale and needs updating.\n\n"
"Other factors can cause the collision working query box to become invalidated, such as the rigid body moving far "
"enough outside of this cached box. The smaller this number, the more times the working list of triangles that are "
"considered for collision is refreshed. This has the greatest impact with colliding with high triangle count meshes.\n\n"
"@note Set to -1 to disable any time-based forced check.\n\n"
"@ingroup GameObjects\n");
Con::addVariable("$rigidPhysics::workingQueryBoxSizeMultiplier", TypeF32, &sWorkingQueryBoxSizeMultiplier,
"@brief How much larger the mWorkingQueryBox should be made when updating the working collision list.\n\n"
"The larger this number the less often the working list will be updated due to motion, but any non-static shape that "
"moves into the query box will not be noticed.\n\n"
"@ingroup GameObjects\n");
}
void RigidShape::initPersistFields()
{
Parent::initPersistFields();

View file

@ -31,12 +31,14 @@
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class ClippedPolyList;
class RigidShapeData : public ShapeBaseData
{
typedef ShapeBaseData Parent;
@ -112,6 +114,8 @@ class RigidShapeData : public ShapeBaseData
F32 splashFreqMod;
F32 splashVelEpsilon;
bool enablePhysicsRep;
F32 dragForce;
F32 vertFactor;
@ -132,6 +136,9 @@ class RigidShapeData : public ShapeBaseData
DECLARE_CONOBJECT(RigidShapeData);
DECLARE_CALLBACK(void, onEnterLiquid, (RigidShape* obj, F32 coverage, const char* type));
DECLARE_CALLBACK(void, onLeaveLiquid, (RigidShape* obj, const char* type));
};
@ -177,6 +184,8 @@ class RigidShape: public ShapeBase
Point3F cameraRotVec;
};
PhysicsBody* mPhysicsRep;
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
bool inLiquid;
@ -196,6 +205,9 @@ class RigidShape: public ShapeBase
GFXStateBlockRef mSolidSB;
Box3F mWorkingQueryBox;
S32 mWorkingQueryBoxCountDown;
//
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
@ -203,7 +215,6 @@ class RigidShape: public ShapeBase
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);
@ -227,7 +238,7 @@ class RigidShape: public ShapeBase
void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void updateForces(F32);
void updateForces(F32 dt);
public:
// Test code...
@ -238,11 +249,13 @@ public:
RigidShape();
~RigidShape();
static void consoleInit();
static void initPersistFields();
void processTick(const Move *move);
bool onAdd();
void onRemove();
void _createPhysics();
/// Interpolates between move ticks @see processTick
/// @param dt Change in time between the last call and this call to the function
void interpolateTick(F32 dt);
@ -291,8 +304,6 @@ public:
void unpackUpdate(NetConnection *conn, BitStream *stream);
DECLARE_CONOBJECT(RigidShape);
DECLARE_CALLBACK( void, onEnterLiquid, ( const char* objId, F32 waterCoverage, const char* liquidType ));
DECLARE_CALLBACK( void, onLeaveLiquid, ( const char* objId, const char* liquidType ));
};

View file

@ -1000,7 +1000,7 @@ ShapeBase::ShapeBase()
mLiquidHeight( 0.0f ),
mWaterCoverage( 0.0f ),
mAppliedForce( Point3F::Zero ),
mGravityMod( 1.0f ),
mNetGravity( 1.0f ),
mDamageFlash( 0.0f ),
mWhiteOut( 0.0f ),
mFlipFadeVal( false ),
@ -1768,7 +1768,7 @@ void ShapeBase::updateContainer()
// Set default values.
mDrag = mDataBlock->drag;
mBuoyancy = 0.0f;
mGravityMod = 1.0;
mNetGravity = gGravity;
mAppliedForce.set(0,0,0);
ContainerQueryInfo info;
@ -1797,7 +1797,7 @@ void ShapeBase::updateContainer()
}
mAppliedForce = info.appliedForce;
mGravityMod = info.gravityScale;
mNetGravity = (1.0-mBuoyancy)*info.gravityScale* gGravity;
//Con::printf( "WaterCoverage: %f", mWaterCoverage );
//Con::printf( "Drag: %f", mDrag );

View file

@ -86,6 +86,7 @@ class SFXProfile;
typedef void* Light;
const F32 gGravity = -20;
//--------------------------------------------------------------------------
@ -914,7 +915,7 @@ protected:
F32 mWaterCoverage; ///< Percent of this object covered by water
Point3F mAppliedForce;
F32 mGravityMod;
F32 mNetGravity;
/// @}
F32 mDamageFlash;

View file

@ -50,8 +50,6 @@ const static U32 sCollisionMoveMask = ( TerrainObjectType | WaterObjectType
static U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
static U32 sClientCollisionMask = sCollisionMoveMask;
static F32 sFlyingVehicleGravity = -20.0f;
//
const char* FlyingVehicle::sJetSequence[FlyingVehicle::JetAnimCount] =
{
@ -485,6 +483,7 @@ void FlyingVehicle::updateForces(F32 /*dt*/)
{
PROFILE_SCOPE( FlyingVehicle_UpdateForces );
if (mDisableMove) return;
MatrixF currPosMat;
mRigid.getTransform(&currPosMat);
mRigid.atRest = false;
@ -498,7 +497,7 @@ void FlyingVehicle::updateForces(F32 /*dt*/)
currPosMat.getColumn(2,&zv);
F32 speed = mRigid.linVelocity.len();
Point3F force = Point3F(0, 0, sFlyingVehicleGravity * mRigid.mass * mGravityMod);
Point3F force = Point3F(0, 0, mRigid.mass * mNetGravity);
Point3F torque = Point3F(0, 0, 0);
// Drag at any speed
@ -520,7 +519,7 @@ void FlyingVehicle::updateForces(F32 /*dt*/)
}
// Hovering Jet
F32 vf = -sFlyingVehicleGravity * mRigid.mass * mGravityMod;
F32 vf = mRigid.mass * -mNetGravity;
F32 h = getHeight();
if (h <= 1) {
if (h > 0) {
@ -567,8 +566,6 @@ void FlyingVehicle::updateForces(F32 /*dt*/)
// Add in force from physical zones...
force += mAppliedForce;
// Container buoyancy & drag
force -= Point3F(0, 0, 1) * (mBuoyancy * sFlyingVehicleGravity * mRigid.mass * mGravityMod);
force -= mRigid.linVelocity * mDrag;
//

View file

@ -69,7 +69,6 @@ ConsoleDocClass( HoverVehicle,
);
namespace {
const F32 sHoverVehicleGravity = -20;
const U32 sCollisionMoveMask = (TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
@ -674,7 +673,7 @@ void HoverVehicle::updateForces(F32 /*dt*/)
{
PROFILE_SCOPE( HoverVehicle_UpdateForces );
Point3F gravForce(0, 0, sHoverVehicleGravity * mRigid.mass * mGravityMod);
Point3F gravForce(0, 0, mRigid.mass * mNetGravity);
MatrixF currTransform;
mRigid.getTransform(&currTransform);
@ -872,8 +871,6 @@ void HoverVehicle::updateForces(F32 /*dt*/)
// Add in physical zone force
force += mAppliedForce;
// Container buoyancy & drag
force += Point3F(0, 0,-mBuoyancy * sHoverVehicleGravity * mRigid.mass * mGravityMod);
force -= mRigid.linVelocity * mDrag;
torque -= mRigid.angMomentum * mDrag;

View file

@ -66,7 +66,6 @@ static F32 sWorkingQueryBoxSizeMultiplier = 2.0f; // How much larger should the
// Client prediction
const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
const F32 sVehicleGravity = -20;
// Physics and collision constants
static F32 sRestTol = 0.5; // % of gravity energy to be at rest
@ -124,17 +123,6 @@ ConsoleDocClass( VehicleData,
"@ingroup Vehicles\n"
);
IMPLEMENT_CALLBACK( VehicleData, onEnterLiquid, void, ( Vehicle* obj, F32 coverage, const char* type ), ( obj, coverage, type ),
"Called when the vehicle enters liquid.\n"
"@param obj the Vehicle object\n"
"@param coverage percentage of the vehicle's bounding box covered by the liquid\n"
"@param type type of liquid the vehicle has entered\n" );
IMPLEMENT_CALLBACK( VehicleData, onLeaveLiquid, void, ( Vehicle* obj, const char* type ), ( obj, type ),
"Called when the vehicle leaves liquid.\n"
"@param obj the Vehicle object\n"
"@param type type of liquid the vehicle has left\n" );
//----------------------------------------------------------------------------
VehicleData::VehicleData()
@ -678,9 +666,7 @@ Vehicle::Vehicle()
mCameraOffset.set(0,0,0);
dMemset( mDustEmitterList, 0, sizeof( mDustEmitterList ) );
dMemset( mDamageEmitterList, 0, sizeof( mDamageEmitterList ) );
dMemset( mSplashEmitterList, 0, sizeof( mSplashEmitterList ) );
mDisableMove = false;
restCount = 0;
@ -701,30 +687,6 @@ U32 Vehicle::getCollisionMask()
return 0;
}
Point3F Vehicle::getVelocity() const
{
return mRigid.linVelocity;
}
void Vehicle::_createPhysics()
{
SAFE_DELETE(mPhysicsRep);
if (!PHYSICSMGR || !mDataBlock->enablePhysicsRep)
return;
TSShape *shape = mShapeInstance->getShape();
PhysicsCollision *colShape = NULL;
colShape = shape->buildColShape(false, getScale());
if (colShape)
{
PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, 0, PhysicsBody::BF_KINEMATIC, this, world);
mPhysicsRep->setTransform(getTransform());
}
}
//----------------------------------------------------------------------------
bool Vehicle::onAdd()
@ -747,21 +709,6 @@ bool Vehicle::onAdd()
// Create Emitters on the client
if( isClientObject() )
{
if( mDataBlock->dustEmitter )
{
for( S32 i=0; i<VehicleData::VC_NUM_DUST_EMITTERS; i++ )
{
mDustEmitterList[i] = new ParticleEmitter;
mDustEmitterList[i]->onNewDataBlock( mDataBlock->dustEmitter, false );
if( !mDustEmitterList[i]->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
delete mDustEmitterList[i];
mDustEmitterList[i] = NULL;
}
}
}
U32 j;
for( j=0; j<VehicleData::VC_NUM_DAMAGE_EMITTERS; j++ )
{
@ -778,22 +725,6 @@ bool Vehicle::onAdd()
}
}
for( j=0; j<VehicleData::VC_NUM_SPLASH_EMITTERS; j++ )
{
if( mDataBlock->splashEmitterList[j] )
{
mSplashEmitterList[j] = new ParticleEmitter;
mSplashEmitterList[j]->onNewDataBlock( mDataBlock->splashEmitterList[j], false );
if( !mSplashEmitterList[j]->registerObject() )
{
Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
delete mSplashEmitterList[j];
mSplashEmitterList[j] = NULL;
}
}
}
}
// Create a new convex.
@ -839,7 +770,7 @@ void Vehicle::processTick(const Move* move)
{
PROFILE_SCOPE( Vehicle_ProcessTick );
Parent::processTick(move);
ShapeBase::processTick(move);
if ( isMounted() )
return;
@ -909,26 +840,6 @@ void Vehicle::processTick(const Move* move)
}
}
void Vehicle::interpolateTick(F32 dt)
{
PROFILE_SCOPE( Vehicle_InterpolateTick );
Parent::interpolateTick(dt);
if ( isMounted() )
return;
if(dt == 0.0f)
setRenderPosition(mDelta.pos, mDelta.rot[1]);
else
{
QuatF rot;
rot.interpolate(mDelta.rot[1], mDelta.rot[0], dt);
Point3F pos = mDelta.pos + mDelta.posVec * dt;
setRenderPosition(pos,rot);
}
mDelta.dt = dt;
}
void Vehicle::advanceTime(F32 dt)
{
PROFILE_SCOPE( Vehicle_AdvanceTime );
@ -1080,22 +991,6 @@ void Vehicle::getCameraTransform(F32* pos, MatrixF* mat)
mat->mul( gCamFXMgr.getTrans() );
}
//----------------------------------------------------------------------------
void Vehicle::getVelocity(const Point3F& r, Point3F* v)
{
mRigid.getVelocity(r, v);
}
void Vehicle::applyImpulse(const Point3F &pos, const Point3F &impulse)
{
Point3F r;
mRigid.getOriginVector(pos,&r);
mRigid.applyImpulse(r, impulse);
}
//----------------------------------------------------------------------------
void Vehicle::updateMove(const Move* move)
@ -1161,51 +1056,6 @@ void Vehicle::updateMove(const Move* move)
mJetting = false;
}
//----------------------------------------------------------------------------
void Vehicle::setPosition(const Point3F& pos,const QuatF& rot)
{
MatrixF mat;
rot.setMatrix(&mat);
mat.setColumn(3,pos);
Parent::setTransform(mat);
}
void Vehicle::setRenderPosition(const Point3F& pos, const QuatF& rot)
{
MatrixF mat;
rot.setMatrix(&mat);
mat.setColumn(3,pos);
Parent::setRenderTransform(mat);
}
void Vehicle::setTransform(const MatrixF& newMat)
{
mRigid.setTransform(newMat);
Parent::setTransform(newMat);
mRigid.atRest = false;
mContacts.clear();
}
//-----------------------------------------------------------------------------
void Vehicle::disableCollision()
{
Parent::disableCollision();
for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
ptr->disableCollision();
}
void Vehicle::enableCollision()
{
Parent::enableCollision();
for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
ptr->enableCollision();
}
//----------------------------------------------------------------------------
/** Update the physics
*/
@ -1234,7 +1084,7 @@ void Vehicle::updatePos(F32 dt)
if (mCollisionList.getCount())
{
F32 k = mRigid.getKineticEnergy();
F32 G = sVehicleGravity * dt;
F32 G = mNetGravity * dt;
F32 Kg = 0.5 * mRigid.mass * G * G;
if (k < sRestTol * Kg && ++restCount > sRestCount)
mRigid.setAtRest();
@ -1325,101 +1175,6 @@ void Vehicle::updateForces(F32 /*dt*/)
}
//-----------------------------------------------------------------------------
/** Update collision information
Update the convex state and check for collisions. If the object is in
collision, impact and contact forces are generated.
*/
bool Vehicle::updateCollision(F32 dt)
{
PROFILE_SCOPE( Vehicle_UpdateCollision );
// Update collision information
MatrixF mat,cmat;
mConvex.transform = &mat;
mRigid.getTransform(&mat);
cmat = mConvex.getTransform();
mCollisionList.clear();
CollisionState *state = mConvex.findClosestState(cmat, getScale(), mDataBlock->collisionTol);
if (state && state->mDist <= mDataBlock->collisionTol)
{
//resolveDisplacement(ns,state,dt);
mConvex.getCollisionInfo(cmat, getScale(), &mCollisionList, mDataBlock->collisionTol);
}
// Resolve collisions
bool collided = resolveCollision(mRigid,mCollisionList);
resolveContacts(mRigid,mCollisionList,dt);
return collided;
}
//----------------------------------------------------------------------------
void Vehicle::updateWorkingCollisionSet(const U32 mask)
{
PROFILE_SCOPE( Vehicle_UpdateWorkingCollisionSet );
// First, we need to adjust our velocity for possible acceleration. It is assumed
// that we will never accelerate more than 20 m/s for gravity, plus 30 m/s for
// jetting, and an equivalent 10 m/s for vehicle accel. We also assume that our
// working list is updated on a Tick basis, which means we only expand our box by
// the possible movement in that tick, plus some extra for caching purposes
Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
F32 len = (mRigid.linVelocity.len() + 50) * TickSec;
F32 l = (len * 1.1) + 0.1; // fudge factor
convexBox.minExtents -= Point3F(l, l, l);
convexBox.maxExtents += Point3F(l, l, l);
// Check to see if it is actually necessary to construct the new working list,
// or if we can use the cached version from the last query. We use the x
// component of the min member of the mWorkingQueryBox, which is lame, but
// it works ok.
bool updateSet = false;
// Check containment
if ((sWorkingQueryBoxStaleThreshold == -1 || mWorkingQueryBoxCountDown > 0) && mWorkingQueryBox.minExtents.x != -1e9f)
{
if (mWorkingQueryBox.isContained(convexBox) == false)
// Needed region is outside the cached region. Update it.
updateSet = true;
}
else
{
// Must update
updateSet = true;
}
// Actually perform the query, if necessary
if (updateSet == true)
{
mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
const Point3F lPoint( sWorkingQueryBoxSizeMultiplier * l );
mWorkingQueryBox = convexBox;
mWorkingQueryBox.minExtents -= lPoint;
mWorkingQueryBox.maxExtents += lPoint;
disableCollision();
mConvex.updateWorkingList(mWorkingQueryBox, mask);
enableCollision();
}
}
//----------------------------------------------------------------------------
/** Check collisions with trigger and items
Perform a container search using the current bounding box
of the main body, wheels are not included. This method should
only be called on the server.
*/
void Vehicle::checkTriggers()
{
Box3F bbox = mConvex.getBoundingBox(getTransform(), getScale());
gServerContainer.findObjects(bbox,sTriggerMask,findCallback,this);
}
/** The callback used in by the checkTriggers() method.
The checkTriggers method uses a container search which will
invoke this callback on each obj that matches.
@ -1743,32 +1498,6 @@ void Vehicle::updateFroth( F32 dt )
}
//--------------------------------------------------------------------------
// Returns true if vehicle is intersecting a water surface (roughly)
//--------------------------------------------------------------------------
bool Vehicle::collidingWithWater( Point3F &waterHeight )
{
Point3F curPos = getPosition();
F32 height = mFabs( mObjBox.maxExtents.z - mObjBox.minExtents.z );
RayInfo rInfo;
if( gClientContainer.castRay( curPos + Point3F(0.0, 0.0, height), curPos, WaterObjectType, &rInfo) )
{
waterHeight = rInfo.point;
return true;
}
return false;
}
void Vehicle::setEnergyLevel(F32 energy)
{
Parent::setEnergyLevel(energy);
setMaskBits(EnergyMask);
}
void Vehicle::prepBatchRender( SceneRenderState *state, S32 mountedImageIndex )
{
Parent::prepBatchRender( state, mountedImageIndex );

View file

@ -131,9 +131,6 @@ struct VehicleData : public RigidShapeData
virtual void unpackData(BitStream* stream);
DECLARE_CONOBJECT(VehicleData);
DECLARE_CALLBACK( void, onEnterLiquid, ( Vehicle* obj, F32 coverage, const char* type ) );
DECLARE_CALLBACK( void, onLeaveLiquid, ( Vehicle* obj, const char* type ) );
};
@ -145,74 +142,24 @@ class Vehicle : public RigidShape
typedef RigidShape Parent;
protected:
enum CollisionFaceFlags {
BodyCollision = 0x1,
WheelCollision = 0x2,
};
struct StateDelta {
Move move; ///< Last move from server
F32 dt; ///< Last interpolation time
// Interpolation data
Point3F pos;
Point3F posVec;
QuatF rot[2];
// Warp data
S32 warpTicks; ///< Number of ticks to warp
S32 warpCount; ///< Current pos in warp
Point3F warpOffset;
QuatF warpRot[2];
//
Point3F cameraOffset;
Point3F cameraVec;
Point3F cameraRot;
Point3F cameraRotVec;
};
PhysicsBody *mPhysicsRep;
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
VehicleData* mDataBlock;
bool inLiquid;
SFXSource* mWakeSound;
Point3F mCameraOffset; ///< 3rd person camera
// Control
Point2F mSteering;
F32 mThrottle;
bool mJetting;
// Rigid Body
bool mDisableMove;
GFXStateBlockRef mSolidSB;
Box3F mWorkingQueryBox;
S32 mWorkingQueryBoxCountDown;
CollisionList mCollisionList;
CollisionList mContacts;
ShapeBaseConvex mConvex;
S32 restCount;
SimObjectPtr<ParticleEmitter> mDustEmitterList[VehicleData::VC_NUM_DUST_EMITTERS];
SimObjectPtr<ParticleEmitter> mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
SimObjectPtr<ParticleEmitter> mSplashEmitterList[VehicleData::VC_NUM_SPLASH_EMITTERS];
//
virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
bool updateCollision(F32 dt);
bool findContacts(Rigid& ns,CollisionList& cList);
void checkTriggers();
static void findCallback(SceneObject* obj,void * key);
void setPosition(const Point3F& pos,const QuatF& rot);
void setRenderPosition(const Point3F& pos,const QuatF& rot);
void setTransform(const MatrixF& mat);
// virtual bool collideBody(const MatrixF& mat,Collision* info) = 0;
virtual void updateMove(const Move* move);
virtual void updateForces(F32 dt);
@ -225,11 +172,9 @@ class Vehicle : public RigidShape
void updateLiftoffDust( F32 dt );
void updateDamageSmoke( F32 dt );
void updateWorkingCollisionSet(const U32 mask);
virtual U32 getCollisionMask();
void updateFroth( F32 dt );
bool collidingWithWater( Point3F &waterHeight );
/// ObjectRenderInst delegate hooked up in prepBatchRender
/// if GameBase::gShowBoundingBox is true.
@ -252,40 +197,15 @@ public:
bool onAdd();
void onRemove();
void _createPhysics();
/// Interpolates between move ticks @see processTick
/// @param dt Change in time between the last call and this call to the function
void interpolateTick(F32 dt);
void advanceTime(F32 dt);
/// Disables collisions for this vehicle and all mounted objects
void disableCollision();
/// Enables collisions for this vehicle and all mounted objects
void enableCollision();
/// Returns the velocity of the vehicle
Point3F getVelocity() const;
void setEnergyLevel(F32 energy);
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
///@name Rigid body methods
///@{
/// This method will get the velocity of the object, taking into account
/// angular velocity.
/// @param r Point on the object you want the velocity of, relative to Center of Mass
/// @param vel Velocity (out)
void getVelocity(const Point3F& r, Point3F* vel);
/// Applies an impulse force
/// @param r Point on the object to apply impulse to, r is relative to Center of Mass
/// @param impulse Impulse vector to apply.
void applyImpulse(const Point3F &r, const Point3F &impulse);
void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
void getCameraTransform(F32* pos, MatrixF* mat);
///@}

View file

@ -54,9 +54,6 @@ static U32 sClientCollisionMask =
StaticShapeObjectType | VehicleObjectType |
VehicleBlockerObjectType;
// Gravity constant
static F32 sWheeledVehicleGravity = -20;
// Misc. sound constants
static F32 sMinSquealVolume = 0.05f;
static F32 sIdleEngineVolume = 0.2f;
@ -857,6 +854,7 @@ void WheeledVehicle::updateForces(F32 dt)
extendWheels();
if (mDisableMove) return;
F32 aMomentum = mMass / mDataBlock->wheelCount;
// Get the current matrix and extact vectors
@ -902,8 +900,7 @@ void WheeledVehicle::updateForces(F32 dt)
// Integrate forces, we'll do this ourselves here instead of
// relying on the rigid class which does it during movement.
Wheel* wend = &mWheel[mDataBlock->wheelCount];
mRigid.force.set(0, 0, 0);
mRigid.torque.set(0, 0, 0);
mRigid.clearForces();
// Calculate vertical load for friction. Divide up the spring
// forces across all the wheels that are in contact with
@ -1095,7 +1092,7 @@ void WheeledVehicle::updateForces(F32 dt)
mRigid.force += mAppliedForce;
// Container drag & buoyancy
mRigid.force += Point3F(0, 0, -mBuoyancy * sWheeledVehicleGravity * mRigid.mass);
mRigid.force += Point3F(0, 0, mRigid.mass * mNetGravity);
mRigid.force -= mRigid.linVelocity * mDrag;
mRigid.torque -= mRigid.angMomentum * mDrag;
@ -1104,17 +1101,13 @@ void WheeledVehicle::updateForces(F32 dt)
if (mRigid.atRest && (mRigid.force.len() || mRigid.torque.len()))
mRigid.atRest = false;
// Gravity
mRigid.force += Point3F(0, 0, sWheeledVehicleGravity * mRigid.mass);
// Integrate and update velocity
mRigid.linMomentum += mRigid.force * dt;
mRigid.angMomentum += mRigid.torque * dt;
mRigid.updateVelocity();
// Since we've already done all the work, just need to clear this out.
mRigid.force.set(0, 0, 0);
mRigid.torque.set(0, 0, 0);
mRigid.clearForces();
// If we're still atRest, make sure we're not accumulating anything
if (mRigid.atRest)