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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge pull request #1399 from Azaezel/alpha41/restingLagFace
rigidshape pef tweaks
This commit is contained in:
commit
dbdcf251ac
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@ -363,4 +363,6 @@ void Rigid::setAtRest()
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linMomentum.set(0.0f,0.0f,0.0f);
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angVelocity.set(0.0f,0.0f,0.0f);
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angMomentum.set(0.0f,0.0f,0.0f);
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force.set(0.0f, 0.0f, 0.0f);
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torque.set(0.0f, 0.0f, 0.0f);
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}
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@ -1117,7 +1117,7 @@ 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* dt * TickMs / mDataBlock->integration;
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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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mRigid.setAtRest();
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@ -1494,10 +1494,12 @@ void RigidShape::writePacketData(GameConnection *connection, BitStream *stream)
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Parent::writePacketData(connection, stream);
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mathWrite(*stream, mRigid.linPosition);
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mathWrite(*stream, mRigid.angPosition);
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mathWrite(*stream, mRigid.linMomentum);
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mathWrite(*stream, mRigid.angMomentum);
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stream->writeFlag(mRigid.atRest);
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if (!stream->writeFlag(mRigid.atRest))
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{
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mathWrite(*stream, mRigid.angPosition);
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mathWrite(*stream, mRigid.linMomentum);
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mathWrite(*stream, mRigid.angMomentum);
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}
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stream->writeFlag(mContacts.getCount() == 0);
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stream->writeFlag(mDisableMove);
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@ -1509,14 +1511,20 @@ void RigidShape::readPacketData(GameConnection *connection, BitStream *stream)
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Parent::readPacketData(connection, stream);
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mathRead(*stream, &mRigid.linPosition);
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mathRead(*stream, &mRigid.angPosition);
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mathRead(*stream, &mRigid.linMomentum);
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mathRead(*stream, &mRigid.angMomentum);
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mRigid.atRest = stream->readFlag();
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if (stream->readFlag())
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{
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mRigid.setAtRest();
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}
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else
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{
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mathRead(*stream, &mRigid.angPosition);
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mathRead(*stream, &mRigid.linMomentum);
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mathRead(*stream, &mRigid.angMomentum);
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mRigid.updateInertialTensor();
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mRigid.updateVelocity();
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}
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if (stream->readFlag())
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mContacts.clear();
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mRigid.updateInertialTensor();
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mRigid.updateVelocity();
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mDisableMove = stream->readFlag();
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stream->setCompressionPoint(mRigid.linPosition);
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@ -1541,10 +1549,12 @@ U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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stream->writeFlag(mask & ForceMoveMask);
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stream->writeCompressedPoint(mRigid.linPosition);
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mathWrite(*stream, mRigid.angPosition);
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mathWrite(*stream, mRigid.linMomentum);
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mathWrite(*stream, mRigid.angMomentum);
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stream->writeFlag(mRigid.atRest);
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if (!stream->writeFlag(mRigid.atRest))
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{
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mathWrite(*stream, mRigid.angPosition);
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mathWrite(*stream, mRigid.linMomentum);
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mathWrite(*stream, mRigid.angMomentum);
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}
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}
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if(stream->writeFlag(mask & FreezeMask))
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@ -1574,11 +1584,18 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
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// Read in new position and momentum values
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stream->readCompressedPoint(&mRigid.linPosition);
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mathRead(*stream, &mRigid.angPosition);
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mathRead(*stream, &mRigid.linMomentum);
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mathRead(*stream, &mRigid.angMomentum);
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mRigid.atRest = stream->readFlag();
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mRigid.updateVelocity();
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if (stream->readFlag())
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{
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mRigid.setAtRest();
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}
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else
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{
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mathRead(*stream, &mRigid.angPosition);
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mathRead(*stream, &mRigid.linMomentum);
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mathRead(*stream, &mRigid.angMomentum);
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mRigid.updateVelocity();
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}
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if (!forceUpdate && isProperlyAdded())
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{
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@ -1631,6 +1648,7 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
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mDelta.warpCount = mDelta.warpTicks = 0;
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setPosition(mRigid.linPosition, mRigid.angPosition);
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}
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mRigid.updateCenterOfMass();
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}
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if(stream->readFlag())
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@ -807,7 +807,7 @@ 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* dt * TickMs / mDataBlock->integration;
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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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mRigid.setAtRest();
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@ -959,16 +959,6 @@ U32 Vehicle::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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stream->writeFloat(pitch,9);
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mDelta.move.pack(stream);
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if (stream->writeFlag(mask & PositionMask))
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{
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stream->writeCompressedPoint(mRigid.linPosition);
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mathWrite(*stream, mRigid.angPosition);
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mathWrite(*stream, mRigid.linMomentum);
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mathWrite(*stream, mRigid.angMomentum);
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stream->writeFlag(mRigid.atRest);
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}
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stream->writeFloat(mClampF(getEnergyValue(), 0.f, 1.f), 8);
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return retMask;
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@ -989,73 +979,6 @@ void Vehicle::unpackUpdate(NetConnection *con, BitStream *stream)
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mSteering.y = (2 * pitch * mDataBlock->maxSteeringAngle) - mDataBlock->maxSteeringAngle;
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mDelta.move.unpack(stream);
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if (stream->readFlag())
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{
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mPredictionCount = sMaxPredictionTicks;
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F32 speed = mRigid.linVelocity.len();
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mDelta.warpRot[0] = mRigid.angPosition;
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// Read in new position and momentum values
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stream->readCompressedPoint(&mRigid.linPosition);
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mathRead(*stream, &mRigid.angPosition);
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mathRead(*stream, &mRigid.linMomentum);
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mathRead(*stream, &mRigid.angMomentum);
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mRigid.atRest = stream->readFlag();
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mRigid.updateVelocity();
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if (isProperlyAdded())
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{
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// Determine number of ticks to warp based on the average
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// of the client and server velocities.
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Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
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mDelta.warpOffset = mRigid.linPosition - cp;
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// Calc the distance covered in one tick as the average of
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// the old speed and the new speed from the server.
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F32 dt,as = (speed + mRigid.linVelocity.len()) * 0.5 * TickSec;
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// Cal how many ticks it will take to cover the warp offset.
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// If it's less than what's left in the current tick, we'll just
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// warp in the remaining time.
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if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
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dt = mDelta.dt + sMaxWarpTicks;
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else
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dt = (dt <= mDelta.dt)? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
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// Adjust current frame interpolation
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if (mDelta.dt) {
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mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
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mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
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QuatF cr;
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cr.interpolate(mDelta.rot[1],mDelta.rot[0],mDelta.dt);
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mDelta.rot[1].interpolate(cr,mRigid.angPosition,mDelta.dt / dt);
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mDelta.rot[0].extrapolate(mDelta.rot[1],cr,mDelta.dt);
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}
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// Calculated multi-tick warp
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mDelta.warpCount = 0;
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mDelta.warpTicks = (S32)(mFloor(dt));
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if (mDelta.warpTicks)
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{
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mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
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mDelta.warpOffset /= (F32)mDelta.warpTicks;
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mDelta.warpRot[0] = mDelta.rot[1];
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mDelta.warpRot[1] = mRigid.angPosition;
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}
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}
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else
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{
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// Set the vehicle to the server position
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mDelta.dt = 0;
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mDelta.pos = mRigid.linPosition;
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mDelta.posVec.set(0,0,0);
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mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
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mDelta.warpCount = mDelta.warpTicks = 0;
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setPosition(mRigid.linPosition, mRigid.angPosition);
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}
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mRigid.updateCenterOfMass();
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}
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setEnergyLevel(stream->readFloat(8) * mDataBlock->maxEnergy);
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}
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@ -315,6 +315,7 @@ WheeledVehicleData::WheeledVehicleData()
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dMemset(&wheel, 0, sizeof(wheel));
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for (S32 i = 0; i < MaxSounds; i++)
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INIT_SOUNDASSET_ARRAY(WheeledVehicleSounds, i);
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mDownForce = 0;
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}
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@ -477,6 +478,8 @@ void WheeledVehicleData::initPersistFields()
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addField("brakeTorque", TypeF32, Offset(brakeTorque, WheeledVehicleData),
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"@brief Torque applied when braking.\n\n"
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"This controls how fast the vehicle will stop when the brakes are applied." );
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addField("downforce", TypeF32, Offset(mDownForce, WheeledVehicleData),
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"downward force based on velocity.");
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endGroup("Steering");
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}
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@ -500,6 +503,7 @@ void WheeledVehicleData::packData(BitStream* stream)
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stream->write(engineTorque);
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stream->write(engineBrake);
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stream->write(brakeTorque);
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stream->write(mDownForce);
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}
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void WheeledVehicleData::unpackData(BitStream* stream)
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@ -519,6 +523,7 @@ void WheeledVehicleData::unpackData(BitStream* stream)
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stream->read(&engineTorque);
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stream->read(&engineBrake);
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stream->read(&brakeTorque);
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stream->read(&mDownForce);
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}
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@ -920,6 +925,18 @@ void WheeledVehicle::updateForces(F32 dt)
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Wheel* wend = &mWheel[mDataBlock->wheelCount];
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mRigid.clearForces();
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//calculate here so we can stiffen the springs a bit based on
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//the final amount of downforce
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//get the speed
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F32 downForce = mRigid.linVelocity.lenSquared() <= 1 ? 1 : mRigid.linVelocity.lenSquared();
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//grab the datablock var
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downForce *= mDataBlock->mDownForce;
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//make it a smaller number so we can multiply gravity by it
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downForce = mSqrt(downForce);
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downForce *= TickSec;
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//ensure that it is not smaller then one, cause mulltiplying gravity by fractions is baaaad
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downForce = downForce < 1 ? 1 : downForce;
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// Calculate vertical load for friction. Divide up the spring
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// forces across all the wheels that are in contact with
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// the ground.
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@ -955,6 +972,8 @@ void WheeledVehicle::updateForces(F32 dt)
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// Spring force & damping
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F32 spring = wheel->spring->force * (1 - wheel->extension);
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spring += (spring * downForce);
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if (wheel->extension == 0) //spring fully compressed
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{
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// Apply impulses to the rigid body to keep it from
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@ -1110,7 +1129,7 @@ void WheeledVehicle::updateForces(F32 dt)
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mRigid.force += mAppliedForce;
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// Container drag & buoyancy
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mRigid.force += Point3F(0, 0, mRigid.mass * mNetGravity);
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mRigid.force += Point3F(0, 0, mRigid.mass * mNetGravity * downForce);
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mRigid.force -= mRigid.linVelocity * mDrag;
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mRigid.torque -= mRigid.angMomentum * mDrag;
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@ -141,6 +141,7 @@ struct WheeledVehicleData: public VehicleData
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ClippedPolyList rigidBody; // Extracted from shape
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S32 brakeLightSequence; // Brakes
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S32 steeringSequence; // Steering animation
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F32 mDownForce;
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//
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WheeledVehicleData();
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