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Engine directory for ticket #1
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377
Engine/source/T3D/physics/bullet/btWorld.cpp
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377
Engine/source/T3D/physics/bullet/btWorld.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/physics/bullet/btWorld.h"
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#include "T3D/physics/bullet/btPlugin.h"
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#include "T3D/physics/bullet/btCasts.h"
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#include "T3D/physics/physicsUserData.h"
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#include "core/stream/bitStream.h"
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#include "platform/profiler.h"
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#include "sim/netConnection.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneRenderState.h"
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#include "T3D/gameBase/gameProcess.h"
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BtWorld::BtWorld() :
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mProcessList( NULL ),
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mIsSimulating( false ),
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mErrorReport( false ),
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mTickCount( 0 ),
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mIsEnabled( false ),
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mEditorTimeScale( 1.0f ),
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mDynamicsWorld( NULL ),
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mThreadSupportCollision( NULL )
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{
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}
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BtWorld::~BtWorld()
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{
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}
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bool BtWorld::initWorld( bool isServer, ProcessList *processList )
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{
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// Collision configuration contains default setup for memory, collision setup.
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mCollisionConfiguration = new btDefaultCollisionConfiguration();
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// TODO: There is something wrong with multithreading
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// and compound convex shapes... so disable it for now.
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static const U32 smMaxThreads = 1;
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// Different initialization with threading enabled.
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if ( smMaxThreads > 1 )
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{
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// TODO: ifdef assumes smMaxThread is always one at this point. MACOSX support to be decided
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#ifdef WIN32
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mThreadSupportCollision = new Win32ThreadSupport(
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Win32ThreadSupport::Win32ThreadConstructionInfo( isServer ? "bt_servercol" : "bt_clientcol",
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processCollisionTask,
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createCollisionLocalStoreMemory,
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smMaxThreads ) );
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mDispatcher = new SpuGatheringCollisionDispatcher( mThreadSupportCollision,
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smMaxThreads,
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mCollisionConfiguration );
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#endif // WIN32
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}
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else
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{
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mThreadSupportCollision = NULL;
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mDispatcher = new btCollisionDispatcher( mCollisionConfiguration );
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}
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btVector3 worldMin( -2000, -2000, -1000 );
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btVector3 worldMax( 2000, 2000, 1000 );
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btAxisSweep3 *sweepBP = new btAxisSweep3( worldMin, worldMax );
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mBroadphase = sweepBP;
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sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback( new btGhostPairCallback() );
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// The default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded).
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mSolver = new btSequentialImpulseConstraintSolver;
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mDynamicsWorld = new btDiscreteDynamicsWorld( mDispatcher, mBroadphase, mSolver, mCollisionConfiguration );
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if ( !mDynamicsWorld )
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{
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Con::errorf( "BtWorld - %s failed to create dynamics world!", isServer ? "Server" : "Client" );
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return false;
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}
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// Removing the randomization in the solver is required
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// to make the simulation deterministic.
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mDynamicsWorld->getSolverInfo().m_solverMode &= ~SOLVER_RANDMIZE_ORDER;
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mDynamicsWorld->setGravity( btCast<btVector3>( mGravity ) );
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AssertFatal( processList, "BtWorld::init() - We need a process list to create the world!" );
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mProcessList = processList;
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mProcessList->preTickSignal().notify( this, &BtWorld::getPhysicsResults );
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mProcessList->postTickSignal().notify( this, &BtWorld::tickPhysics, 1000.0f );
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return true;
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}
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void BtWorld::_destroy()
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{
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// Release the tick processing signals.
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if ( mProcessList )
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{
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mProcessList->preTickSignal().remove( this, &BtWorld::getPhysicsResults );
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mProcessList->postTickSignal().remove( this, &BtWorld::tickPhysics );
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mProcessList = NULL;
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}
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// TODO: Release any remaining
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// orphaned rigid bodies here.
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SAFE_DELETE( mDynamicsWorld );
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SAFE_DELETE( mSolver );
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SAFE_DELETE( mBroadphase );
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SAFE_DELETE( mDispatcher );
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SAFE_DELETE( mThreadSupportCollision );
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SAFE_DELETE( mCollisionConfiguration );
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}
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void BtWorld::tickPhysics( U32 elapsedMs )
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{
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if ( !mDynamicsWorld || !mIsEnabled )
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return;
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// Did we forget to call getPhysicsResults somewhere?
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AssertFatal( !mIsSimulating, "PhysXWorld::tickPhysics() - Already simulating!" );
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// The elapsed time should be non-zero and
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// a multiple of TickMs!
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AssertFatal( elapsedMs != 0 &&
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( elapsedMs % TickMs ) == 0 , "PhysXWorld::tickPhysics() - Got bad elapsed time!" );
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PROFILE_SCOPE(BtWorld_TickPhysics);
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// Convert it to seconds.
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const F32 elapsedSec = (F32)elapsedMs * 0.001f;
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// Simulate... it is recommended to always use Bullet's default fixed timestep/
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mDynamicsWorld->stepSimulation( elapsedSec * mEditorTimeScale );
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mIsSimulating = true;
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//Con::printf( "%s BtWorld::tickPhysics!", this == smClientWorld ? "Client" : "Server" );
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}
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void BtWorld::getPhysicsResults()
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{
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if ( !mDynamicsWorld || !mIsSimulating )
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return;
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PROFILE_SCOPE(BtWorld_GetPhysicsResults);
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// Get results from scene.
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// mScene->fetchResults( NX_RIGID_BODY_FINISHED, true );
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mIsSimulating = false;
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mTickCount++;
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}
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void BtWorld::setEnabled( bool enabled )
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{
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mIsEnabled = enabled;
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if ( !mIsEnabled )
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getPhysicsResults();
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}
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void BtWorld::destroyWorld()
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{
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_destroy();
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}
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bool BtWorld::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
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{
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btCollisionWorld::ClosestRayResultCallback result( btCast<btVector3>( startPnt ), btCast<btVector3>( endPnt ) );
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mDynamicsWorld->rayTest( btCast<btVector3>( startPnt ), btCast<btVector3>( endPnt ), result );
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if ( !result.hasHit() || !result.m_collisionObject )
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return false;
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if ( ri )
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{
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ri->object = PhysicsUserData::getObject( result.m_collisionObject->getUserPointer() );
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// If we were passed a RayInfo, we can only return true signifying a collision
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// if we hit an object that actually has a torque object associated with it.
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//
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// In some ways this could be considered an error, either a physx object
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// has raycast-collision enabled that shouldn't or someone did not set
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// an object in this actor's userData.
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//
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if ( ri->object == NULL )
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return false;
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ri->distance = ( endPnt - startPnt ).len() * result.m_closestHitFraction;
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ri->normal = btCast<Point3F>( result.m_hitNormalWorld );
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ri->point = btCast<Point3F>( result.m_hitPointWorld );
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ri->t = result.m_closestHitFraction;
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}
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/*
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if ( impulse.isZero() ||
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!actor.isDynamic() ||
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actor.readBodyFlag( NX_BF_KINEMATIC ) )
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return true;
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NxVec3 force = pxCast<NxVec3>( impulse );//worldRay.dir * forceAmt;
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actor.addForceAtPos( force, hitInfo.worldImpact, NX_IMPULSE );
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*/
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return true;
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}
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PhysicsBody* BtWorld::castRay( const Point3F &start, const Point3F &end, U32 bodyTypes )
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{
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btVector3 startPt = btCast<btVector3>( start );
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btVector3 endPt = btCast<btVector3>( end );
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btCollisionWorld::ClosestRayResultCallback result( startPt, endPt );
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mDynamicsWorld->rayTest( startPt, endPt, result );
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if ( !result.hasHit() || !result.m_collisionObject )
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return NULL;
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PhysicsUserData *userData = PhysicsUserData::cast( result.m_collisionObject->getUserPointer() );
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if ( !userData )
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return NULL;
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return userData->getBody();
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}
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void BtWorld::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
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{
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/*
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// Find Actors at the position within the radius
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// and apply force to them.
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NxVec3 nxPos = pxCast<NxVec3>( pos );
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NxShape **shapes = (NxShape**)NxAlloca(10*sizeof(NxShape*));
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NxSphere worldSphere( nxPos, radius );
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NxU32 numHits = mScene->overlapSphereShapes( worldSphere, NX_ALL_SHAPES, 10, shapes, NULL );
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for ( NxU32 i = 0; i < numHits; i++ )
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{
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NxActor &actor = shapes[i]->getActor();
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bool dynamic = actor.isDynamic();
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if ( !dynamic )
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continue;
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bool kinematic = actor.readBodyFlag( NX_BF_KINEMATIC );
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if ( kinematic )
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continue;
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NxVec3 force = actor.getGlobalPosition() - nxPos;
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force.normalize();
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force *= forceMagnitude;
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actor.addForceAtPos( force, nxPos, NX_IMPULSE, true );
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}
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*/
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}
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void BtWorld::onDebugDraw( const SceneRenderState *state )
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{
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mDebugDraw.setCuller( &state->getFrustum() );
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mDynamicsWorld->setDebugDrawer( &mDebugDraw );
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mDynamicsWorld->debugDrawWorld();
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mDynamicsWorld->setDebugDrawer( NULL );
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mDebugDraw.flush();
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}
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void BtWorld::reset()
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{
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if ( !mDynamicsWorld )
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return;
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///create a copy of the array, not a reference!
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btCollisionObjectArray copyArray = mDynamicsWorld->getCollisionObjectArray();
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S32 numObjects = mDynamicsWorld->getNumCollisionObjects();
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for ( S32 i=0; i < numObjects; i++ )
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{
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btCollisionObject* colObj = copyArray[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->getMotionState())
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{
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//btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
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//myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
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//body->setCenterOfMassTransform( myMotionState->m_graphicsWorldTrans );
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//colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
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colObj->forceActivationState(ACTIVE_TAG);
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colObj->activate();
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colObj->setDeactivationTime(0);
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//colObj->setActivationState(WANTS_DEACTIVATION);
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}
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//removed cached contact points (this is not necessary if all objects have been removed from the dynamics world)
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//m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && !body->isStaticObject())
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{
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btRigidBody::upcast(colObj)->setLinearVelocity(btVector3(0,0,0));
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btRigidBody::upcast(colObj)->setAngularVelocity(btVector3(0,0,0));
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}
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}
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}
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// reset some internal cached data in the broadphase
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mDynamicsWorld->getBroadphase()->resetPool( mDynamicsWorld->getDispatcher() );
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mDynamicsWorld->getConstraintSolver()->reset();
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}
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/*
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ConsoleFunction( castForceRay, const char*, 4, 4, "( Point3F startPnt, Point3F endPnt, VectorF impulseVec )" )
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{
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PhysicsWorld *world = PHYSICSPLUGIN->getWorld( "server" );
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if ( !world )
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return NULL;
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char *returnBuffer = Con::getReturnBuffer(256);
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Point3F impulse;
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Point3F startPnt, endPnt;
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dSscanf( argv[1], "%f %f %f", &startPnt.x, &startPnt.y, &startPnt.z );
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dSscanf( argv[2], "%f %f %f", &endPnt.x, &endPnt.y, &endPnt.z );
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dSscanf( argv[3], "%f %f %f", &impulse.x, &impulse.y, &impulse.z );
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Point3F hitPoint;
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RayInfo rinfo;
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bool hit = world->castRay( startPnt, endPnt, &rinfo, impulse );
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DebugDrawer *ddraw = DebugDrawer::get();
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if ( ddraw )
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{
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ddraw->drawLine( startPnt, endPnt, hit ? ColorF::RED : ColorF::GREEN );
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ddraw->setLastTTL( 3000 );
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}
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if ( hit )
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{
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dSprintf(returnBuffer, 256, "%g %g %g",
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rinfo.point.x, rinfo.point.y, rinfo.point.z );
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return returnBuffer;
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}
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else
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return NULL;
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}
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*/
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