update rigid to work with physics api

This commit is contained in:
marauder2k7 2026-06-06 16:06:17 +01:00
parent c03cedec6f
commit 839debff57
4 changed files with 454 additions and 151 deletions

View file

@ -47,8 +47,8 @@ Rigid::Rigid()
friction = 0.5f;
atRest = false;
sleepLinearThreshold = POINT_EPSILON;
sleepAngThreshold = POINT_EPSILON;
sleepLinearThreshold = 0.01f;
sleepAngThreshold = 0.01f;
sleepTimeThreshold = 0.75f;
sleepTimer = 0.0f;
}
@ -76,8 +76,8 @@ void Rigid::integrate(F32 delta)
{
QuatF dq;
F32 sinHalfAngle;
mSinCos(angle * delta * -0.5f, sinHalfAngle, dq.w);
sinHalfAngle *= 1.0f / angle;
mSinCos(angle * -0.5f, sinHalfAngle, dq.w);
sinHalfAngle *= delta / angle;
dq.x = angVelocity.x * sinHalfAngle;
dq.y = angVelocity.y * sinHalfAngle;
dq.z = angVelocity.z * sinHalfAngle;
@ -101,7 +101,7 @@ void Rigid::integrate(F32 delta)
}
// 5. refresh ang velocity
updateAngularVelocity(delta);
updateAngularVelocity();
// 6. CoM update
@ -138,7 +138,7 @@ void Rigid::updateCenterOfMass()
void Rigid::applyImpulse(const Point3F &r, const Point3F &impulse)
{
if ((impulse.lenSquared() - mass) < POINT_EPSILON) return;
if (impulse.lenSquared() < POINT_EPSILON) return;
wake();
// Linear momentum and velocity

View file

@ -105,7 +105,7 @@ public:
//
void setSleepThresholds(F32 linVel2, F32 angVel2, F32 timeToSleep);
void wake();
TORQUE_FORCEINLINE void updateAngularVelocity(F32 delta) { Point3F deltaVel = angVelocity * delta; invWorldInertia.mulV(angMomentum, &deltaVel); }
TORQUE_FORCEINLINE void updateAngularVelocity() { invWorldInertia.mulV(angMomentum, &angVelocity); }
};

View file

@ -49,6 +49,7 @@
#include "console/engineAPI.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsCollision.h"
#include "T3D/containerQuery.h"
IMPLEMENT_CO_DATABLOCK_V1(RigidShapeData);
@ -175,6 +176,7 @@ namespace {
// 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
@ -189,6 +191,8 @@ namespace {
const U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
const U32 sClientCollisionMask = sCollisionMoveMask;
bool smNoCorrections = false;
bool smNoSmoothing = false;
void nonFilter(SceneObject* object,void *key)
{
@ -272,6 +276,7 @@ RigidShapeData::RigidShapeData()
medSplashSoundVel = 2.0;
hardSplashSoundVel = 3.0;
enablePhysicsRep = true;
isDynamic = false;
for (S32 i = 0; i < Sounds::MaxSounds; i++)
INIT_SOUNDASSET_ARRAY(WaterSounds, i);
@ -453,6 +458,7 @@ void RigidShapeData::packData(BitStream* stream)
stream->write(medSplashSoundVel);
stream->write(hardSplashSoundVel);
stream->write(enablePhysicsRep);
stream->write(isDynamic);
// write the water sound profiles
for (U32 i = 0; i < Sounds::MaxSounds; ++i)
@ -517,6 +523,7 @@ void RigidShapeData::unpackData(BitStream* stream)
stream->read(&medSplashSoundVel);
stream->read(&hardSplashSoundVel);
stream->read(&enablePhysicsRep);
stream->read(&isDynamic);
// write the water sound profiles
for (U32 i = 0; i < Sounds::MaxSounds; ++i)
@ -568,6 +575,12 @@ void RigidShapeData::initPersistFields()
addGroup("Physics");
addField("enablePhysicsRep", TypeBool, Offset(enablePhysicsRep, RigidShapeData),
"@brief Creates a representation of the object in the physics plugin.\n");
addField("isDynamic", TypeBool, Offset(isDynamic, RigidShapeData),
"@brief When true and a physics plugin is active, the body is fully dynamic:\n"
"the plugin owns collision detection, constraint solving and sleep.\n"
"When false (default) the body is kinematic — the built-in Rigid integrator\n"
"drives the simulation, which is correct for player-controlled shapes that\n"
"receive Move input each tick.\n");
addField("massCenter", TypePoint3F, Offset(massCenter, RigidShapeData), "Center of mass for rigid body.");
addField("massBox", TypePoint3F, Offset(massBox, RigidShapeData), "Size of inertial box.");
addFieldV("bodyRestitution", TypeRangedF32, Offset(body.restitution, RigidShapeData), &CommonValidators::PositiveFloat, "The percentage of kinetic energy kept by this object in a collision.");
@ -652,7 +665,14 @@ RigidShape::RigidShape()
mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
mPhysicsRep = NULL;
}
// NEW — initialise PhysicsState members used by the dynamic path
mState.position.set(0, 0, 0);
mState.orientation.identity();
mState.linVelocity.set(0, 0, 0);
mState.angVelocity.set(0, 0, 0);
mState.sleeping = false;
mRenderState[0] = mRenderState[1] = mState;
}
RigidShape::~RigidShape()
{
@ -799,16 +819,26 @@ void RigidShape::_createPhysics()
return;
TSShape* shape = mShapeInstance->getShape();
PhysicsCollision* colShape = NULL;
colShape = shape->buildColShape(false, getScale());
PhysicsCollision* colShape = shape->buildColShape(false, getScale());
if (!colShape)
return;
if (colShape)
{
PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, 0, PhysicsBody::BF_KINEMATIC, this, world);
mPhysicsRep->setTransform(getTransform());
}
const bool dynamic = mDataBlock->isDynamic;
PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, dynamic ? mDataBlock->mass : 0,
dynamic ? 0 : PhysicsBody::BF_KINEMATIC,
this, world);
mPhysicsRep->setMaterial(mDataBlock->body.restitution,
mDataBlock->body.friction,
mDataBlock->body.friction);
mPhysicsRep->setDamping(mDataBlock->minDrag, mDataBlock->minDrag);
mPhysicsRep->setTransform(getTransform());
}
//----------------------------------------------------------------------------
@ -836,70 +866,156 @@ void RigidShape::processTick(const Move* move)
mDelta.posVec.x = -mDelta.warpOffset.x;
mDelta.posVec.y = -mDelta.warpOffset.y;
mDelta.posVec.z = -mDelta.warpOffset.z;
return;
}
else
if (!move)
{
if (!move)
if (isGhost())
{
if (isGhost())
{
// If we haven't run out of prediction time,
// predict using the last known move.
if (mPredictionCount-- <= 0)
return;
move = &mDelta.move;
}
else
move = &NullMove;
// If we haven't run out of prediction time,
// predict using the last known move.
if (mPredictionCount-- <= 0)
return;
move = &mDelta.move;
}
else
move = &NullMove;
}
// Process input move
updateMove(move);
// =========================================================================
// DYNAMIC BODY PATH — physics plugin owns all simulation
// =========================================================================
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
// Single-player shortcut: mirror server state directly to avoid a full
// network round-trip (mirrors PhysicsShape::processTick pattern).
if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
{
RigidShape* srv = static_cast<RigidShape*>(getServerObject());
Parent::setTransform(srv->mState.getTransform());
mRenderState[0] = srv->mRenderState[0];
mRenderState[1] = srv->mRenderState[1];
mState = srv->mState;
// Keep mRigid in sync for anything that reads it (camera, sounds, etc.)
mRigid.linVelocity = mState.linVelocity;
mRigid.angVelocity = mState.angVelocity;
mRigid.linPosition = mState.position;
mRigid.angPosition = mState.orientation;
mRigid.atRest = mState.sleeping;
return;
}
// Process input move
updateMove(move);
// Store previous render state for correction smoothing
mRenderState[0] = mRenderState[1];
Point3F errorDelta = mRenderState[1].position - mState.position;
const bool doSmoothing = !errorDelta.isZero() && !smNoSmoothing;
const bool wasSleeping = mState.sleeping;
// Save current rigid state interpolation
mDelta.posVec = mRigid.linPosition;
mDelta.rot[0] = mRigid.angPosition;
// Freeze support: put the body to sleep when movement is disabled
if (mDisableMove)
{
mPhysicsRep->setSleeping(true);
}
else
{
// Pull the newly-integrated state from the physics plugin
mPhysicsRep->getState(&mState);
_updateContainerForces(); // water, zones
}
// Update the physics based on the integration rate
S32 count = mDataBlock->integration;
--mWorkingQueryBoxCountDown;
// Smooth any server correction back into the render state
mRenderState[1] = mState;
if (doSmoothing)
{
F32 blend = mClampF(errorDelta.len() / 20.0f, 0.1f, 0.9f);
mRenderState[1].position.interpolate(mState.position,
mRenderState[0].position, blend);
mRenderState[1].orientation.interpolate(mState.orientation,
mRenderState[0].orientation, blend);
}
if (!mDisableMove)
updateWorkingCollisionSet(getCollisionMask());
for (U32 i = 0; i < count; i++)
updatePos(TickSec / count);
// Keep mRigid in sync for subsystems that read it directly
mRigid.linPosition = mState.position;
mRigid.angPosition = mState.orientation;
mRigid.linVelocity = mState.linVelocity;
mRigid.angVelocity = mState.angVelocity;
mRigid.atRest = mState.sleeping;
// Wrap up interpolation info
mDelta.pos = mRigid.linPosition;
mDelta.posVec -= mRigid.linPosition;
mDelta.rot[1] = mRigid.angPosition;
if (!wasSleeping || !mState.sleeping)
{
// Update engine transform from physics state
Parent::setTransform(mState.getTransform());
// Update container database
setPosition(mRigid.linPosition, mRigid.angPosition);
setMaskBits(PositionMask);
updateContainer();
if (isServerObject() && !smNoCorrections && !PHYSICSMGR->isSinglePlayer())
setMaskBits(PositionMask);
//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());
updateContainer();
}
if (isServerObject())
{
checkTriggers();
notifyCollision();
}
return; // done — do NOT fall through to Rigid path
}
// =========================================================================
// KINEMATIC / RIGID SIMULATION PATH (original behaviour, bug-fixed)
// =========================================================================
mDelta.posVec = mRigid.linPosition;
mDelta.rot[0] = mRigid.angPosition;
S32 count = mDataBlock->integration;
--mWorkingQueryBoxCountDown;
if (!mDisableMove)
updateWorkingCollisionSet(getCollisionMask());
for (U32 i = 0; i < count; i++)
updatePos(TickSec / count);
mDelta.pos = mRigid.linPosition;
mDelta.posVec -= mRigid.linPosition;
mDelta.rot[1] = mRigid.angPosition;
setPosition(mRigid.linPosition, mRigid.angPosition);
setMaskBits(PositionMask);
updateContainer();
// Keep the kinematic physics body in sync so other dynamic actors see us
if (mPhysicsRep)
mPhysicsRep->moveKinematicTo(getTransform());
}
void RigidShape::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
if ( isMounted() )
return;
if (isMounted()) return;
if(dt == 0.0f)
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
PhysicsState state;
state.interpolate(mRenderState[1], mRenderState[0], dt);
setRenderTransform(state.getTransform());
mDelta.dt = dt;
return;
}
// Original Rigid path
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);
setRenderPosition(pos, rot);
}
mDelta.dt = dt;
}
@ -1062,13 +1178,21 @@ void RigidShape::getCameraTransform(F32* pos,MatrixF* mat)
void RigidShape::getVelocity(const Point3F& r, Point3F* v)
{
mRigid.getVelocity(r, v);
if (mPhysicsRep && mPhysicsRep->isDynamic())
*v = mState.linVelocity;
else
mRigid.getVelocity(r, v);
}
void RigidShape::applyImpulse(const Point3F &pos, const Point3F &impulse)
{
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
mPhysicsRep->applyImpulse(pos, impulse);
return;
}
Point3F r;
mRigid.getOriginVector(pos,&r);
mRigid.getOriginVector(pos, &r);
mRigid.applyImpulse(r, impulse);
}
@ -1104,6 +1228,17 @@ void RigidShape::setTransform(const MatrixF& newMat)
Parent::setTransform(newMat);
mRigid.atRest = false;
mContacts.clear();
// For dynamic bodies, also keep mState consistent
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
mState.position = newMat.getPosition();
mState.orientation.set(newMat);
mRenderState[0] = mRenderState[1] = mState;
}
if (mPhysicsRep)
mPhysicsRep->setTransform(newMat); // covers both kinematic and dynamic
}
void RigidShape::forceClientTransform()
@ -1153,8 +1288,8 @@ void RigidShape::updatePos(F32 dt)
if (mCollisionList.getCount())
{
F32 k = mRigid.getKineticEnergy();
F32 G = mNetGravity* dt * TickMs / mDataBlock->integration;
F32 Kg = mRigid.mass * G * G * TickSec;
F32 G = mNetGravity * dt;
F32 Kg = mRigid.mass * G * G;
if (k < sRestTol * Kg && ++restCount > sRestCount)
mRigid.setAtRest();
}
@ -1241,6 +1376,53 @@ void RigidShape::updatePos(F32 dt)
//----------------------------------------------------------------------------
void RigidShape::_updateContainerForces()
{
if (!mPhysicsRep || !mPhysicsRep->isDynamic())
return;
ContainerQueryInfo info;
info.box = getWorldBox();
info.mass = mDataBlock->mass;
getContainer()->findObjects(getWorldBox(), WaterObjectType | PhysicalZoneObjectType,
findRouter, &info);
// Base drag from the datablock's dragForce field
F32 linDrag = mDataBlock->dragForce;
F32 angDrag = mDataBlock->dragForce;
Point3F cmass = mPhysicsRep->getCMassPosition();
if (info.waterCoverage > 0.0f)
{
// Scale drag by water viscosity
F32 waterScale = info.waterViscosity * 2.0f;
F32 pow4 = mPow(info.waterCoverage, 0.25f);
linDrag = mLerp(linDrag, linDrag * waterScale, pow4);
angDrag = mLerp(angDrag, angDrag * waterScale, pow4);
// Buoyancy — uses ShapeBaseData::density (inherited by RigidShapeData)
F32 density = mDataBlock->density;
if (density > 0.0f)
{
F32 buoyancy = (info.waterDensity / density) * mPow(info.waterCoverage, 2.0f);
// mNetGravity is signed (negative = downward in Torque Z-up).
// Buoyancy opposes gravity, so the force is in the +Z direction.
Point3F buoyancyForce(0.0f, 0.0f, buoyancy * -mNetGravity * TickSec * mDataBlock->mass);
mPhysicsRep->applyImpulse(cmass, buoyancyForce);
}
}
mPhysicsRep->setDamping(linDrag, angDrag);
// Physical zone forces (wind, push, etc.)
if (!info.appliedForce.isZero())
mPhysicsRep->applyImpulse(cmass, info.appliedForce);
}
//----------------------------------------------------------------------------
void RigidShape::updateForces(F32 dt)
{
if (mDisableMove)
@ -1542,41 +1724,80 @@ void RigidShape::writePacketData(GameConnection *connection, BitStream *stream)
{
Parent::writePacketData(connection, stream);
mathWrite(*stream, mRigid.linPosition);
if (!stream->writeFlag(mRigid.atRest))
if (mDataBlock->isDynamic)
{
mathWrite(*stream, mRigid.angPosition);
mathWrite(*stream, mRigid.linMomentum);
mathWrite(*stream, mRigid.angMomentum);
mathWrite(*stream, mState.position);
if (!stream->writeFlag(mState.sleeping))
{
stream->writeQuat(mState.orientation, 9);
stream->writeVector(mState.linVelocity, 1000.0f, 16, 9);
stream->writeVector(mState.angVelocity, 10.0f, 10, 9);
}
}
else
{
mathWrite(*stream, mRigid.linPosition);
if (!stream->writeFlag(mRigid.atRest))
{
mathWrite(*stream, mRigid.angPosition);
mathWrite(*stream, mRigid.linMomentum);
mathWrite(*stream, mRigid.angMomentum);
}
stream->writeFlag(mContacts.getCount() == 0);
}
stream->writeFlag(mContacts.getCount() == 0);
stream->writeFlag(mDisableMove);
stream->setCompressionPoint(mRigid.linPosition);
stream->setCompressionPoint(mDataBlock->isDynamic ? mState.position : mRigid.linPosition);
}
void RigidShape::readPacketData(GameConnection *connection, BitStream *stream)
{
Parent::readPacketData(connection, stream);
mathRead(*stream, &mRigid.linPosition);
if (stream->readFlag())
if (mDataBlock->isDynamic)
{
mRigid.setAtRest();
mathRead(*stream, &mState.position);
if (stream->readFlag()) // sleeping
{
mState.sleeping = true;
if (mPhysicsRep) mPhysicsRep->setSleeping(true);
}
else
{
mState.sleeping = false;
stream->readQuat(&mState.orientation, 9);
stream->readVector(&mState.linVelocity, 1000.0f, 16, 9);
stream->readVector(&mState.angVelocity, 10.0f, 10, 9);
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
mPhysicsRep->setTransform(mState.getTransform());
mPhysicsRep->setLinVelocity(mState.linVelocity);
mPhysicsRep->setAngVelocity(mState.angVelocity);
}
}
}
else
{
mathRead(*stream, &mRigid.angPosition);
mathRead(*stream, &mRigid.linMomentum);
mathRead(*stream, &mRigid.angMomentum);
mRigid.updateInertialTensor();
mRigid.updateVelocity();
mathRead(*stream, &mRigid.linPosition);
if (stream->readFlag())
{
mRigid.setAtRest();
}
else
{
mathRead(*stream, &mRigid.angPosition);
mathRead(*stream, &mRigid.linMomentum);
mathRead(*stream, &mRigid.angMomentum);
mRigid.updateInertialTensor();
mRigid.updateVelocity();
}
if (stream->readFlag())
mContacts.clear();
}
if (stream->readFlag())
mContacts.clear();
mDisableMove = stream->readFlag();
stream->setCompressionPoint(mRigid.linPosition);
stream->setCompressionPoint(mDataBlock->isDynamic ? mState.position : mRigid.linPosition);
}
@ -1597,16 +1818,32 @@ U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
stream->writeFlag(mask & ForceMoveMask);
stream->writeCompressedPoint(mRigid.linPosition);
if (!stream->writeFlag(mRigid.atRest))
if (mDataBlock->isDynamic)
{
mathWrite(*stream, mRigid.angPosition);
mathWrite(*stream, mRigid.linMomentum);
mathWrite(*stream, mRigid.angMomentum);
// PhysicsState packet: position, orientation, sleeping, velocities.
// mState was updated in processTick from mPhysicsRep->getState().
stream->writeCompressedPoint(mState.position);
stream->writeQuat(mState.orientation, 9);
if (!stream->writeFlag(mState.sleeping))
{
stream->writeVector(mState.linVelocity, 1000.0f, 16, 9);
stream->writeVector(mState.angVelocity, 10.0f, 10, 9);
}
}
else
{
// Original Rigid momentum packet
stream->writeCompressedPoint(mRigid.linPosition);
if (!stream->writeFlag(mRigid.atRest))
{
mathWrite(*stream, mRigid.angPosition);
mathWrite(*stream, mRigid.linMomentum);
mathWrite(*stream, mRigid.angMomentum);
}
}
}
if(stream->writeFlag(mask & FreezeMask))
if (stream->writeFlag(mask & FreezeMask))
stream->writeFlag(mDisableMove);
return retMask;
@ -1614,93 +1851,137 @@ U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con,stream);
Parent::unpackUpdate(con, stream);
if (stream->readFlag())
return;
mDelta.move.unpack(stream);
if (stream->readFlag())
if (stream->readFlag()) // PositionMask
{
// Check if we need to jump to the given transform
// rather than interpolate to it.
bool forceUpdate = stream->readFlag();
mPredictionCount = sMaxPredictionTicks;
F32 speed = mRigid.linVelocity.len();
mDelta.warpRot[0] = mRigid.angPosition;
// Read in new position and momentum values
stream->readCompressedPoint(&mRigid.linPosition);
if (stream->readFlag())
if (mDataBlock->isDynamic)
{
mRigid.setAtRest();
// --- Dynamic path ---
PhysicsState newState;
stream->readCompressedPoint(&newState.position);
stream->readQuat(&newState.orientation, 9);
newState.sleeping = stream->readFlag();
if (!newState.sleeping)
{
stream->readVector(&newState.linVelocity, 1000.0f, 16, 9);
stream->readVector(&newState.angVelocity, 10.0f, 10, 9);
}
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
if (forceUpdate)
{
// Hard snap — no smoothing, straight to the authoritative position
mPhysicsRep->setTransform(newState.getTransform());
}
else if (!smNoCorrections)
{
// Soft correction — the physics body blends toward the new state
mPhysicsRep->applyCorrection(newState.getTransform());
}
mPhysicsRep->setSleeping(newState.sleeping);
if (!newState.sleeping)
{
mPhysicsRep->setLinVelocity(newState.linVelocity);
mPhysicsRep->setAngVelocity(newState.angVelocity);
}
// Re-read so mState reflects what the body is actually doing after
// the correction (applyCorrection may blend rather than snap).
mPhysicsRep->getState(&mState);
}
else
{
// No live physics rep — store state for extrapolation / render
mState = newState;
}
if (forceUpdate || !isProperlyAdded())
{
Parent::setTransform(mState.getTransform());
mRenderState[0] = mRenderState[1] = mState;
}
// Sync mRigid so anything reading it sees sane values
mRigid.linPosition = mState.position;
mRigid.angPosition = mState.orientation;
mRigid.linVelocity = mState.linVelocity;
mRigid.angVelocity = mState.angVelocity;
mRigid.atRest = mState.sleeping;
mRigid.updateCenterOfMass();
}
else
{
mathRead(*stream, &mRigid.angPosition);
mathRead(*stream, &mRigid.linMomentum);
mathRead(*stream, &mRigid.angMomentum);
mRigid.updateVelocity();
}
// --- Original Rigid (kinematic) path ---
F32 speed = mRigid.linVelocity.len();
mDelta.warpRot[0] = mRigid.angPosition;
if (!forceUpdate && isProperlyAdded())
{
// Determine number of ticks to warp based on the average
// of the client and server velocities.
Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
mDelta.warpOffset = mRigid.linPosition - cp;
// Calc the distance covered in one tick as the average of
// the old speed and the new speed from the server.
F32 dt,as = (speed + mRigid.linVelocity.len()) * 0.5 * TickSec;
// Cal how many ticks it will take to cover the warp offset.
// If it's less than what's left in the current tick, we'll just
// warp in the remaining time.
if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
dt = mDelta.dt + sMaxWarpTicks;
stream->readCompressedPoint(&mRigid.linPosition);
if (stream->readFlag())
{
mRigid.setAtRest();
}
else
dt = (dt <= mDelta.dt)? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
// Adjust current frame interpolation
if (mDelta.dt)
{
mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
QuatF cr;
cr.interpolate(mDelta.rot[1],mDelta.rot[0],mDelta.dt);
mDelta.rot[1].interpolate(cr,mRigid.angPosition,mDelta.dt / dt);
mDelta.rot[0].extrapolate(mDelta.rot[1],cr,mDelta.dt);
mathRead(*stream, &mRigid.angPosition);
mathRead(*stream, &mRigid.linMomentum);
mathRead(*stream, &mRigid.angMomentum);
mRigid.updateVelocity();
}
// Calculated multi-tick warp
mDelta.warpCount = 0;
mDelta.warpTicks = (S32)(mFloor(dt));
if (mDelta.warpTicks)
if (!forceUpdate && isProperlyAdded())
{
mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
mDelta.warpOffset /= mDelta.warpTicks;
mDelta.warpRot[0] = mDelta.rot[1];
mDelta.warpRot[1] = mRigid.angPosition;
Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
mDelta.warpOffset = mRigid.linPosition - cp;
F32 dt, as = (speed + mRigid.linVelocity.len()) * 0.5f * TickSec;
if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
dt = mDelta.dt + sMaxWarpTicks;
else
dt = (dt <= mDelta.dt) ? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
if (mDelta.dt)
{
mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
QuatF cr;
cr.interpolate(mDelta.rot[1], mDelta.rot[0], mDelta.dt);
mDelta.rot[1].interpolate(cr, mRigid.angPosition, mDelta.dt / dt);
mDelta.rot[0].extrapolate(mDelta.rot[1], cr, mDelta.dt);
}
mDelta.warpCount = 0;
mDelta.warpTicks = (S32)(mFloor(dt));
if (mDelta.warpTicks)
{
mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
mDelta.warpOffset /= mDelta.warpTicks;
mDelta.warpRot[0] = mDelta.rot[1];
mDelta.warpRot[1] = mRigid.angPosition;
}
}
else
{
mDelta.dt = 0;
mDelta.pos = mRigid.linPosition;
mDelta.posVec.set(0, 0, 0);
mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
mDelta.warpCount = mDelta.warpTicks = 0;
setPosition(mRigid.linPosition, mRigid.angPosition);
}
mRigid.updateCenterOfMass();
}
else
{
// Set the shape to the server position
mDelta.dt = 0;
mDelta.pos = mRigid.linPosition;
mDelta.posVec.set(0,0,0);
mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
mDelta.warpCount = mDelta.warpTicks = 0;
setPosition(mRigid.linPosition, mRigid.angPosition);
}
mRigid.updateCenterOfMass();
}
if(stream->readFlag())
if (stream->readFlag()) // FreezeMask
mDisableMove = stream->readFlag();
}
@ -1724,6 +2005,14 @@ void RigidShape::consoleInit()
"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");
// NEW — mirrors PhysicsShape debug knobs for the dynamic path
Con::addVariable("$RigidShape::noCorrections", TypeBool, &smNoCorrections,
"@brief When true, the server will not send state corrections to the client "
"for dynamic RigidShapes. Debug only.\n\n");
Con::addVariable("$RigidShape::noSmoothing", TypeBool, &smNoSmoothing,
"@brief When true, dynamic RigidShape clients snap to corrected positions "
"instead of smoothly interpolating. Debug only.\n\n");
}
void RigidShape::initPersistFields()
@ -1857,12 +2146,20 @@ void RigidShape::reset()
{
mRigid.clearForces();
mRigid.setAtRest();
if (mPhysicsRep && mPhysicsRep->isDynamic())
{
mPhysicsRep->setLinVelocity(Point3F::Zero);
mPhysicsRep->setAngVelocity(Point3F::Zero);
mPhysicsRep->setSleeping(true);
}
}
void RigidShape::freezeSim(bool frozen)
{
mDisableMove = frozen;
setMaskBits(FreezeMask);
if (mPhysicsRep && mPhysicsRep->isDynamic())
mPhysicsRep->setSleeping(frozen);
}
DefineEngineMethod( RigidShape, reset, void, (),,

View file

@ -119,7 +119,7 @@ class RigidShapeData : public ShapeBaseData
F32 splashVelEpsilon;
bool enablePhysicsRep;
bool isDynamic;
F32 dragForce;
F32 vertFactor;
@ -189,6 +189,10 @@ class RigidShape: public ShapeBase
};
PhysicsBody* mPhysicsRep;
/// Current physics state (used by the dynamic-body path).
PhysicsState mState;
/// Previous and current render states for the dynamic-body path.
PhysicsState mRenderState[2];
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
@ -243,6 +247,8 @@ class RigidShape: public ShapeBase
void updateForces(F32 dt);
void _updateContainerForces();
public:
// Test code...
static ClippedPolyList* sPolyList;