mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-14 01:40:50 +00:00
commit
d8102a9591
5 changed files with 42 additions and 70 deletions
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@ -156,7 +156,7 @@ bool Rigid::resolveCollision(const Point3F& p, const Point3F &normal, Rigid* rig
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return false;
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// Compute impulse
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F32 d, n = -nv * (2.0f + restitution * rigid->restitution);
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F32 d, n = -nv * (1.0+(restitution + rigid->restitution)*0.5);
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Point3F a1,b1,c1;
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mCross(r1,normal,&a1);
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invWorldInertia.mulV(a1,&b1);
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@ -900,9 +900,11 @@ bool RigidShape::onNewDataBlock(GameBaseData* dptr, bool reload)
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mRigid.restitution = mDataBlock->body.restitution;
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mRigid.setCenterOfMass(mDataBlock->massCenter);
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// Ignores massBox, just set sphere for now. Derived objects
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// can set what they want.
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mRigid.setObjectInertia();
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// Set inertial tensor, default for the RigidShape is sphere
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if (mDataBlock->massBox.x > 0 && mDataBlock->massBox.y > 0 && mDataBlock->massBox.z > 0)
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mRigid.setObjectInertia(mDataBlock->massBox);
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else
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mRigid.setObjectInertia(mObjBox.maxExtents - mObjBox.minExtents);
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scriptOnNewDataBlock();
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@ -1115,9 +1117,9 @@ void RigidShape::updatePos(F32 dt)
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if (mCollisionList.getCount())
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{
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F32 k = mRigid.getKineticEnergy();
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F32 G = mNetGravity * dt;
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F32 G = mNetGravity;
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F32 Kg = 0.5 * mRigid.mass * G * G;
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if (k < sRestTol * Kg && ++restCount > sRestCount)
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if (k < sRestTol * Kg* dt && ++restCount > sRestCount)
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mRigid.setAtRest();
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}
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else
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@ -1205,8 +1207,12 @@ void RigidShape::updatePos(F32 dt)
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void RigidShape::updateForces(F32 dt)
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{
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if (mDisableMove) return;
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if (mDisableMove)
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{
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mRigid.linVelocity = Point3F::Zero;
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mRigid.angMomentum = Point3F::Zero;
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return;
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}
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Point3F torque(0, 0, 0);
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Point3F force(0, 0, mRigid.mass * mNetGravity);
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@ -1222,10 +1228,6 @@ void RigidShape::updateForces(F32 dt)
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mRigid.force = force;
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mRigid.torque = torque;
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// If we're still atRest, make sure we're not accumulating anything
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if ((force.lenSquared() < mDataBlock->contactTol)&& (force.lenSquared() < mDataBlock->contactTol))
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mRigid.setAtRest();
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}
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@ -1260,8 +1262,7 @@ bool RigidShape::updateCollision(F32 dt)
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}
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// Resolve collisions
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bool collided = resolveCollision(mRigid,mCollisionList);
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resolveContacts(mRigid,mCollisionList,dt);
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bool collided = resolveCollision(mRigid,mCollisionList, dt);
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return collided;
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}
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@ -1271,7 +1272,7 @@ bool RigidShape::updateCollision(F32 dt)
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Handle collision impacts, as opposed to contacts. Impulses are calculated based
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on standard collision resolution formulas.
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*/
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bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
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bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList, F32 dt)
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{
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PROFILE_SCOPE(RigidShape_resolveCollision);
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// Apply impulses to resolve collision
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@ -1279,6 +1280,11 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
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for (S32 i = 0; i < cList.getCount(); i++)
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{
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Collision& c = cList[i];
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if (c.object == this)
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{
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//Con::printf("IMPOSSIBLE!!!!--------------------------------> Self-collision event?");
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continue;
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}
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if (c.distance < mDataBlock->collisionTol)
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{
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// Velocity into surface
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@ -1288,9 +1294,7 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
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F32 vn = mDot(v, c.normal);
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// Only interested in velocities greater than sContactTol,
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// velocities less than that will be dealt with as contacts
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// "constraints".
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if (vn < -mDataBlock->contactTol)
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if (mFabs(vn) > mDataBlock->contactTol)
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{
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// Apply impulses to the rigid body to keep it from
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@ -1313,45 +1317,15 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
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queueCollision(col, v - col->getVelocity());
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}
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}
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}
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}
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return collided;
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}
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//----------------------------------------------------------------------------
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/** Resolve contact forces
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Resolve contact forces using the "penalty" method. Forces are generated based
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on the depth of penetration and the moment of inertia at the point of contact.
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*/
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bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
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{
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PROFILE_SCOPE(RigidShape_resolveContacts);
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// Use spring forces to manage contact constraints.
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bool collided = false;
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Point3F t,p(0,0,0),l(0,0,0);
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for (S32 i = 0; i < cList.getCount(); i++)
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{
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const Collision& c = cList[i];
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if (c.distance < mDataBlock->collisionTol)
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{
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// Velocity into the surface
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Point3F v,r;
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ns.getOriginVector(c.point,&r);
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ns.getVelocity(r,&v);
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F32 vn = mDot(v,c.normal);
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// Only interested in velocities less than mDataBlock->contactTol,
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// velocities greater than that are dealt with as collisions.
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if (mFabs(vn) < mDataBlock->contactTol)
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// velocities less than that will be dealt with as contacts
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// "constraints".
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else
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{
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collided = true;
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Point3F t;
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// Penetration force. This is actually a spring which
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// will seperate the body from the collision surface.
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F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
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F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
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F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r, c.normal) / dt);
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F32 s = mMax((mDataBlock->collisionTol - c.distance) * zi - ((vn / 2.0) * zi),0.0f);
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Point3F f = c.normal * s;
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// Friction impulse, calculated as a function of the
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@ -1359,10 +1333,10 @@ bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
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// perpendicular to the normal.
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Point3F uv = v - (c.normal * vn);
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F32 ul = uv.len();
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if (s > 0 && ul)
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if (s > 0 && ul)
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{
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uv /= -ul;
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F32 u = ul * ns.getZeroImpulse(r,uv);
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F32 u = ul * ns.getZeroImpulse(r, uv) / dt;
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s *= mRigid.friction;
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if (u > s)
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u = s;
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@ -1370,20 +1344,17 @@ bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
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}
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// Accumulate forces
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p += f;
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mCross(r,f,&t);
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l += t;
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mCross(r, f, &t);
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ns.linMomentum += f * dt;
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ns.angMomentum += t * dt;
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ns.updateVelocity();
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}
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}
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}
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// Contact constraint forces act over time...
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ns.linMomentum += p * dt;
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ns.angMomentum += l * dt;
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ns.updateVelocity();
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return true;
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}
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return collided;
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}
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//----------------------------------------------------------------------------
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@ -1693,6 +1664,8 @@ void RigidShape::initPersistFields()
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docsURL;
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addField("disableMove", TypeBool, Offset(mDisableMove, RigidShape),
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"When this flag is set, the vehicle will ignore throttle changes.");
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addField("isAtRest", TypeBool, Offset(mRigid.atRest, RigidShape),
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"Debug read of the rest state. do not set");
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Parent::initPersistFields();
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}
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@ -216,8 +216,7 @@ class RigidShape: public ShapeBase
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void updatePos(F32 dt);
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bool updateCollision(F32 dt);
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bool resolveCollision(Rigid& ns,CollisionList& cList);
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bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
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bool resolveCollision(Rigid& ns,CollisionList& cList, F32 dt);
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bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
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void checkTriggers();
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static void findCallback(SceneObject* obj,void * key);
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@ -91,7 +91,7 @@ class SFXProfile;
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typedef void* Light;
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const F32 gGravity = -20;
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const F32 gGravity = -9.8f;
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//--------------------------------------------------------------------------
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@ -807,9 +807,9 @@ void Vehicle::updatePos(F32 dt)
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if (mCollisionList.getCount())
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{
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F32 k = mRigid.getKineticEnergy();
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F32 G = mNetGravity * dt;
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F32 G = mNetGravity;
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F32 Kg = 0.5 * mRigid.mass * G * G;
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if (k < sRestTol * Kg && ++restCount > sRestCount)
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if (k < sRestTol * Kg * dt && ++restCount > sRestCount)
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mRigid.setAtRest();
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}
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else
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