mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Merge pull request #1629 from Areloch/Veheekel_Feezeeks2
Makes vehicles work with the physics plugins.
This commit is contained in:
commit
d2161e5c59
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@ -378,3 +378,25 @@ void BtBody::setSimulationEnabled( bool enabled )
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mIsEnabled = enabled;
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}
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void BtBody::moveKinematicTo(const MatrixF &transform)
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{
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AssertFatal(mActor, "BtBody::moveKinematicTo - The actor is null!");
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U32 bodyflags = mActor->getCollisionFlags();
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const bool isKinematic = bodyflags & BF_KINEMATIC;
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if (!isKinematic)
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{
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Con::errorf("BtBody::moveKinematicTo is only for kinematic bodies.");
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return;
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}
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if (mCenterOfMass)
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{
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MatrixF xfm;
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xfm.mul(transform, *mCenterOfMass);
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mActor->setCenterOfMassTransform(btCast<btTransform>(xfm));
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}
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else
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mActor->setCenterOfMassTransform(btCast<btTransform>(transform));
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}
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@ -111,6 +111,8 @@ public:
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void moveKinematicTo(const MatrixF &xfm);
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};
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#endif // _T3D_PHYSICS_BTBODY_H_
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@ -113,6 +113,10 @@ public:
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///
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virtual void applyImpulse( const Point3F &origin, const Point3F &force ) = 0;
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///
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virtual void moveKinematicTo(const MatrixF &xfm) = 0;
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};
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@ -417,3 +417,22 @@ void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
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}
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void Px3Body::moveKinematicTo(const MatrixF &transform)
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{
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AssertFatal(mActor, "Px3Body::moveKinematicTo - The actor is null!");
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const bool isKinematic = mBodyFlags & BF_KINEMATIC;
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if (!isKinematic)
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{
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Con::errorf("Px3Body::moveKinematicTo is only for kinematic bodies.");
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return;
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}
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mWorld->lockScene();
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physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
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actor->setKinematicTarget(px3Cast<physx::PxTransform>(transform));
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mWorld->unlockScene();
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}
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@ -117,6 +117,8 @@ public:
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void moveKinematicTo(const MatrixF &xfm);
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};
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#endif // _PX3BODY_H_
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@ -62,7 +62,8 @@ Px3World::Px3World(): mScene( NULL ),
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mIsEnabled( false ),
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mEditorTimeScale( 1.0f ),
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mAccumulator( 0 ),
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mControllerManager( NULL )
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mControllerManager(NULL),
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mIsSceneLocked(false)
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{
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}
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@ -335,6 +336,62 @@ void Px3World::releaseWriteLock()
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//AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
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}
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void Px3World::lockScenes()
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{
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Px3World *world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("server"));
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if (world)
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world->lockScene();
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world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("client"));
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if (world)
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world->lockScene();
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}
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void Px3World::unlockScenes()
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{
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Px3World *world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("server"));
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if (world)
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world->unlockScene();
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world = dynamic_cast<Px3World*>(PHYSICSMGR->getWorld("client"));
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if (world)
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world->unlockScene();
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}
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void Px3World::lockScene()
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{
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if (!mScene)
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return;
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if (mIsSceneLocked)
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{
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Con::printf("Px3World: Attempting to lock a scene that is already locked.");
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return;
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}
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mScene->lockWrite();
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mIsSceneLocked = true;
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}
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void Px3World::unlockScene()
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{
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if (!mScene)
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return;
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if (!mIsSceneLocked)
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{
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Con::printf("Px3World: Attempting to unlock a scene that is not locked.");
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return;
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}
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mScene->unlockWrite();
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mIsSceneLocked = false;
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}
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bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
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{
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@ -56,6 +56,7 @@ protected:
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bool mIsEnabled;
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bool mIsSimulating;
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bool mIsServer;
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bool mIsSceneLocked;
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U32 mTickCount;
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ProcessList *mProcessList;
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F32 mEditorTimeScale;
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@ -96,11 +97,15 @@ public:
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void releaseWriteLock();
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bool isServer(){return mIsServer;}
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physx::PxController* createController( physx::PxControllerDesc &desc );
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void lockScene();
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void unlockScene();
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//static
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static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
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static void releaseWriteLocks();
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static physx::PxCooking *getCooking();
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static void setTiming(F32 stepTime,U32 maxIterations);
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static void lockScenes();
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static void unlockScenes();
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};
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#endif // _PX3WORLD_H_
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@ -46,6 +46,9 @@
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "materials/materialDefinition.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsBody.h"
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#include "T3D/physics/physicsCollision.h"
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namespace {
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@ -203,7 +206,8 @@ VehicleData::VehicleData()
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dMemset(waterSound, 0, sizeof(waterSound));
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collDamageThresholdVel = 20;
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collDamageMultiplier = 0.05f;
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collDamageMultiplier = 0.05f;
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enablePhysicsRep = true;
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}
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@ -315,6 +319,7 @@ void VehicleData::packData(BitStream* stream)
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stream->write(softSplashSoundVel);
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stream->write(medSplashSoundVel);
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stream->write(hardSplashSoundVel);
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stream->write(enablePhysicsRep);
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// write the water sound profiles
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for(i = 0; i < MaxSounds; i++)
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@ -411,6 +416,7 @@ void VehicleData::unpackData(BitStream* stream)
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stream->read(&softSplashSoundVel);
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stream->read(&medSplashSoundVel);
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stream->read(&hardSplashSoundVel);
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stream->read(&enablePhysicsRep);
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// write the water sound profiles
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for(i = 0; i < MaxSounds; i++)
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@ -465,6 +471,11 @@ void VehicleData::unpackData(BitStream* stream)
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void VehicleData::initPersistFields()
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{
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addGroup("Physics");
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addField("enablePhysicsRep", TypeBool, Offset(enablePhysicsRep, VehicleData),
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"@brief Creates a representation of the object in the physics plugin.\n");
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endGroup("Physics");
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addField( "jetForce", TypeF32, Offset(jetForce, VehicleData),
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"@brief Additional force applied to the vehicle when it is jetting.\n\n"
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"For WheeledVehicles, the force is applied in the forward direction. For "
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@ -682,6 +693,8 @@ Vehicle::Vehicle()
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mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
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mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
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mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
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mPhysicsRep = NULL;
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}
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U32 Vehicle::getCollisionMask()
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@ -695,6 +708,25 @@ Point3F Vehicle::getVelocity() const
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return mRigid.linVelocity;
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}
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void Vehicle::_createPhysics()
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{
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SAFE_DELETE(mPhysicsRep);
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if (!PHYSICSMGR || !mDataBlock->enablePhysicsRep)
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return;
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TSShape *shape = mShapeInstance->getShape();
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PhysicsCollision *colShape = NULL;
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colShape = shape->buildColShape(false, getScale());
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if (colShape)
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{
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PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
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mPhysicsRep = PHYSICSMGR->createBody();
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mPhysicsRep->init(colShape, 0, PhysicsBody::BF_KINEMATIC, this, world);
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mPhysicsRep->setTransform(getTransform());
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}
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}
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//----------------------------------------------------------------------------
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bool Vehicle::onAdd()
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@ -776,11 +808,15 @@ bool Vehicle::onAdd()
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mConvex.box.maxExtents.convolve(mObjScale);
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mConvex.findNodeTransform();
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_createPhysics();
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return true;
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}
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void Vehicle::onRemove()
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{
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SAFE_DELETE(mPhysicsRep);
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U32 i=0;
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for( i=0; i<VehicleData::VC_NUM_DUST_EMITTERS; i++ )
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{
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@ -880,6 +916,11 @@ void Vehicle::processTick(const Move* move)
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setPosition(mRigid.linPosition, mRigid.angPosition);
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setMaskBits(PositionMask);
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updateContainer();
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//TODO: Only update when position has actually changed
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//no need to check if mDataBlock->enablePhysicsRep is false as mPhysicsRep will be NULL if it is
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if (mPhysicsRep)
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mPhysicsRep->moveKinematicTo(getTransform());
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}
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}
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@ -127,6 +127,8 @@ struct VehicleData: public ShapeBaseData
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F32 splashFreqMod;
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F32 splashVelEpsilon;
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bool enablePhysicsRep;
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//
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VehicleData();
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bool preload(bool server, String &errorStr);
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@ -142,6 +144,7 @@ struct VehicleData: public ShapeBaseData
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//----------------------------------------------------------------------------
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class PhysicsBody;
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class Vehicle: public ShapeBase
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{
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@ -177,6 +180,8 @@ class Vehicle: public ShapeBase
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Point3F cameraRotVec;
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};
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PhysicsBody *mPhysicsRep;
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StateDelta mDelta;
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S32 mPredictionCount; ///< Number of ticks to predict
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VehicleData* mDataBlock;
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@ -262,6 +267,8 @@ public:
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bool onAdd();
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void onRemove();
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void _createPhysics();
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/// Interpolates between move ticks @see processTick
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/// @param dt Change in time between the last call and this call to the function
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void interpolateTick(F32 dt);
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