Torque3D/Engine/source/T3D/physics/physx/pxFluid.cpp
2012-09-19 11:15:01 -04:00

310 lines
8.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx/pxFluid.h"
#include "console/consoleTypes.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physx/pxWorld.h"
#include "T3D/physics/physx/pxCasts.h"
#include "gfx/gfxDrawUtil.h"
#include "math/mathIO.h"
#include "core/stream/bitStream.h"
IMPLEMENT_CO_NETOBJECT_V1( PxFluid );
ConsoleDocClass( PxFluid,
"@brief Experimental and unfinished Torque wrapper class for NxFluid.\n\n"
"@internal\n"
);
PxFluid::PxFluid()
: mWorld( NULL ),
mScene( NULL ),
mParticles( NULL ),
mFluid( NULL ),
mEmitter( NULL ),
mParticleCount( 0 )
{
mNetFlags.set( Ghostable | ScopeAlways );
mTypeMask |= StaticObjectType | StaticShapeObjectType;
}
PxFluid::~PxFluid()
{
}
bool PxFluid::onAdd()
{
if ( !Parent::onAdd() )
return false;
mWorld = dynamic_cast<PxWorld*>( PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" ) );
if ( !mWorld || !mWorld->getScene() )
{
Con::errorf( "PxMultiActor::onAdd() - PhysXWorld not initialized!" );
return false;
}
mScene = mWorld->getScene();
if ( isClientObject() )
_createFluid();
Point3F halfScale = Point3F::One * 0.5f;
mObjBox.minExtents = -halfScale;
mObjBox.maxExtents = halfScale;
resetWorldBox();
addToScene();
return true;
}
void PxFluid::onRemove()
{
if ( isClientObject() )
_destroyFluid();
removeFromScene();
Parent::onRemove();
}
void PxFluid::initPersistFields()
{
Parent::initPersistFields();
}
void PxFluid::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits( UpdateMask );
}
U32 PxFluid::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( conn, mask, stream );
if ( stream->writeFlag( mask & UpdateMask ) )
{
mathWrite( *stream, getTransform() );
mathWrite( *stream, getScale() );
stream->write( mEmitter ? mEmitter->getRate() : 0 );
}
stream->writeFlag( isProperlyAdded() && mask & ResetMask );
return retMask;
}
void PxFluid::unpackUpdate( NetConnection *conn, BitStream *stream )
{
Parent::unpackUpdate( conn, stream );
// UpdateMask
if ( stream->readFlag() )
{
MatrixF mat;
mathRead( *stream, &mat );
Point3F scale;
mathRead( *stream, &scale );
setScale( scale );
setTransform( mat );
F32 rate;
stream->read( &rate );
setRate( rate );
}
// ResetMask
if ( stream->readFlag() )
resetParticles();
}
void PxFluid::setTransform( const MatrixF &mat )
{
Parent::setTransform( mat );
if ( mEmitter )
{
NxMat34 nxMat;
nxMat.setRowMajor44( mat );
mEmitter->setGlobalPose( nxMat );
}
}
void PxFluid::setScale( const VectorF &scale )
{
Point3F lastScale = getScale();
Point3F halfScale = Point3F::One * 0.5f;
mObjBox.minExtents = -halfScale;
mObjBox.maxExtents = halfScale;
resetWorldBox();
Parent::setScale( scale );
if ( lastScale != getScale() &&
mEmitter )
{
_destroyFluid();
_createFluid();
}
}
void PxFluid::prepRenderImage( SceneRenderState *state )
{
if ( !state->isDiffusePass() )
return;
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &PxFluid::renderObject );
ri->type = RenderPassManager::RIT_Object;
state->getRenderPass()->addInst( ri );
}
void PxFluid::resetParticles()
{
if ( mEmitter )
mEmitter->resetEmission( MAX_PARTICLES );
setMaskBits( ResetMask );
}
void PxFluid::setRate( F32 rate )
{
if ( mEmitter )
mEmitter->setRate( rate );
setMaskBits( UpdateMask );
}
void PxFluid::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
GFXStateBlockDesc desc;
desc.setBlend( true );
desc.setZReadWrite( true, false );
for ( U32 i = 0; i < mParticleCount; i++ )
{
FluidParticle &particle = mParticles[i];
Point3F pnt = pxCast<Point3F>( particle.position );
Box3F box( 0.2f );
box.minExtents += pnt;
box.maxExtents += pnt;
GFX->getDrawUtil()->drawCube( desc, box, ColorI::BLUE );
}
}
void PxFluid::_createFluid()
{
/*
// Set structure to pass particles, and receive them after every simulation step
NxParticleData particleData;
particleData.numParticlesPtr = &mParticleCount;
particleData.bufferPos = &mParticles[0].position.x;
particleData.bufferPosByteStride = sizeof(FluidParticle);
particleData.bufferVel = &mParticles[0].velocity.x;
particleData.bufferVelByteStride = sizeof(FluidParticle);
particleData.bufferLife = &mParticles[0].lifetime;
particleData.bufferLifeByteStride = sizeof(FluidParticle);
// Create a fluid descriptor
NxFluidDesc fluidDesc;
fluidDesc.kernelRadiusMultiplier = 2.3f;
fluidDesc.restParticlesPerMeter = 10.0f;
fluidDesc.stiffness = 200.0f;
fluidDesc.viscosity = 22.0f;
fluidDesc.restDensity = 1000.0f;
fluidDesc.damping = 0.0f;
fluidDesc.simulationMethod = NX_F_SPH;
fluidDesc.initialParticleData = particleData;
fluidDesc.particlesWriteData = particleData;
*/
NxFluidDesc fluidDesc;
fluidDesc.setToDefault();
fluidDesc.simulationMethod = NX_F_SPH;
fluidDesc.maxParticles = MAX_PARTICLES;
fluidDesc.restParticlesPerMeter = 50;
fluidDesc.stiffness = 1;
fluidDesc.viscosity = 6;
fluidDesc.flags = NX_FF_VISUALIZATION|NX_FF_ENABLED;
mParticles = new FluidParticle[MAX_PARTICLES];
dMemset( mParticles, 0, sizeof(FluidParticle) * MAX_PARTICLES );
NxParticleData &particleData = fluidDesc.particlesWriteData;
particleData.numParticlesPtr = &mParticleCount;
particleData.bufferPos = &mParticles[0].position.x;
particleData.bufferPosByteStride = sizeof(FluidParticle);
particleData.bufferVel = &mParticles[0].velocity.x;
particleData.bufferVelByteStride = sizeof(FluidParticle);
particleData.bufferLife = &mParticles[0].lifetime;
particleData.bufferLifeByteStride = sizeof(FluidParticle);
mFluid = mScene->createFluid( fluidDesc );
//Create Emitter.
NxFluidEmitterDesc emitterDesc;
emitterDesc.setToDefault();
emitterDesc.dimensionX = getScale().x;
emitterDesc.dimensionY = getScale().y;
emitterDesc.relPose.setColumnMajor44( getTransform() );
emitterDesc.rate = 5.0f;
emitterDesc.randomAngle = 0.1f;
emitterDesc.fluidVelocityMagnitude = 6.5f;
emitterDesc.maxParticles = 0;
emitterDesc.particleLifetime = 4.0f;
emitterDesc.type = NX_FE_CONSTANT_FLOW_RATE;
emitterDesc.shape = NX_FE_ELLIPSE;
mEmitter = mFluid->createEmitter(emitterDesc);
}
void PxFluid::_destroyFluid()
{
delete[] mParticles;
mScene->releaseFluid( *mFluid );
mEmitter = NULL;
}
ConsoleMethod( PxFluid, resetParticles, void, 2, 2, "" )
{
object->resetParticles();
}
ConsoleMethod( PxFluid, setRate, void, 2, 2, "" )
{
object->setRate( dAtof(argv[2]) );
}