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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Adds findContact to regular physics bodies so that they can find contacting objects and surfaces in a way similar to players.
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1299b527f1
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b64123a452
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@ -378,3 +378,67 @@ void BtBody::setSimulationEnabled( bool enabled )
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mIsEnabled = enabled;
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}
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void BtBody::findContact(SceneObject **contactObject,
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VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects) const
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{
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AssertFatal(mActor, "BtPlayer::findContact - The controller is null!");
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VectorF normal;
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F32 maxDot = -1.0f;
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// Go thru the contact points... get the first contact.
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//mWorld->getDynamicsWorld()->computeOverlappingPairs();
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btOverlappingPairCache *pairCache = mWorld->getDynamicsWorld()->getBroadphase()->getOverlappingPairCache();
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btBroadphasePairArray& pairArray = pairCache->getOverlappingPairArray();
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U32 numPairs = pairArray.size();
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btManifoldArray manifoldArray;
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for (U32 i = 0; i < numPairs; i++)
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{
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const btBroadphasePair &pair = pairArray[i];
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btBroadphasePair *collisionPair = pairCache->findPair(pair.m_pProxy0, pair.m_pProxy1);
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if (!collisionPair || !collisionPair->m_algorithm)
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continue;
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btCollisionObject *other = (btCollisionObject*)pair.m_pProxy0->m_clientObject;
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if (other == mActor)
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other = (btCollisionObject*)pair.m_pProxy1->m_clientObject;
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// AssertFatal(!outOverlapObjects->contains(PhysicsUserData::getObject(other->getUserPointer())),
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// "Got multiple pairs of the same object!");
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outOverlapObjects->push_back(PhysicsUserData::getObject(other->getUserPointer()));
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if (other->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE)
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continue;
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manifoldArray.clear();
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collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
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for (U32 j = 0; j < manifoldArray.size(); j++)
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{
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btPersistentManifold *manifold = manifoldArray[j];
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btScalar directionSign = manifold->getBody0() == mActor ? 1.0f : -1.0f;
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for (U32 p = 0; p < manifold->getNumContacts(); p++)
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{
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const btManifoldPoint &pt = manifold->getContactPoint(p);
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// Test the normal... is it the most vertical one we got?
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normal = btCast<Point3F>(pt.m_normalWorldOnB * directionSign);
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F32 dot = mDot(normal, VectorF(0, 0, 1));
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if (dot > maxDot)
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{
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maxDot = dot;
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btCollisionObject *colObject = (btCollisionObject*)collisionPair->m_pProxy0->m_clientObject;
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*contactObject = PhysicsUserData::getObject(colObject->getUserPointer());
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*contactNormal = normal;
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}
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}
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}
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}
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}
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@ -111,6 +111,8 @@ public:
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void findContact(SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects) const;
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};
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#endif // _T3D_PHYSICS_BTBODY_H_
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@ -113,6 +113,10 @@ public:
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///
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virtual void applyImpulse( const Point3F &origin, const Point3F &force ) = 0;
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virtual void findContact(SceneObject **contactObject,
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VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects) const = 0;
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};
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@ -417,3 +417,55 @@ void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
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}
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void Px3Body::findContact(SceneObject **contactObject,
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VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects) const
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{
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// Calculate the sweep motion...
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F32 halfCapSize = mOriginOffset;
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F32 halfSmallCapSize = halfCapSize * 0.8f;
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F32 diff = halfCapSize - halfSmallCapSize;
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F32 distance = diff + mSkinWidth + 0.01f;
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physx::PxVec3 dir(0, 0, -1);
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physx::PxScene *scene = mWorld->getScene();
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physx::PxHitFlags hitFlags(physx::PxHitFlag::eDEFAULT);
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physx::PxQueryFilterData filterData(physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::eSTATIC);
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filterData.data.word0 = PX3_DEFAULT;
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physx::PxSweepHit sweepHit;
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physx::PxRigidDynamic *actor = mController->getActor();
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physx::PxU32 shapeIndex;
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bool hit = physx::PxRigidBodyExt::linearSweepSingle(*actor, *scene, dir, distance, hitFlags, sweepHit, shapeIndex, filterData);
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if (hit)
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{
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PhysicsUserData *data = PhysicsUserData::cast(sweepHit.actor->userData);
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if (data)
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{
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*contactObject = data->getObject();
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*contactNormal = px3Cast<Point3F>(sweepHit.normal);
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}
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}
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// Check for overlapped objects ( triggers )
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if (!outOverlapObjects)
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return;
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filterData.data.word0 = PX3_TRIGGER;
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const physx::PxU32 bufferSize = 10;
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physx::PxOverlapBufferN<bufferSize> hitBuffer;
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hit = scene->overlap(mGeometry, actor->getGlobalPose(), hitBuffer, filterData);
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if (hit)
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{
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for (U32 i = 0; i < hitBuffer.nbTouches; i++)
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{
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PhysicsUserData *data = PhysicsUserData::cast(hitBuffer.touches[i].actor->userData);
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if (data)
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outOverlapObjects->push_back(data->getObject());
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}
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}
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}
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@ -117,6 +117,9 @@ public:
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void findContact(SceneObject **contactObject, VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects) const;
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};
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#endif // _PX3BODY_H_
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