Torque3D/Engine/source/T3D/components/physics/simplePhysicsComponent.cpp

391 lines
10 KiB
C++

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/simplePhysicsComponent.h"
#include "T3D/components/collision/collisionComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "T3D/gameBase/gameConnection.h"
#include "collision/collision.h"
//////////////////////////////////////////////////////////////////////////
// Callbacks
IMPLEMENT_CALLBACK( SimplePhysicsComponent, updateMove, void, ( SimplePhysicsComponent* obj ), ( obj ),
"Called when the player updates it's movement, only called if object is set to callback in script(doUpdateMove).\n"
"@param obj the Player object\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
SimplePhysicsComponent::SimplePhysicsComponent() : PhysicsComponent()
{
mBuoyancy = 0.f;
mFriction = 0.3f;
mElasticity = 0.4f;
mMaxVelocity = 3000.f;
mSticky = false;
mDrag = 0.5;
mVelocity = Point3F::Zero;
moveSpeed = Point3F(1, 1, 1);
mFriendlyName = "Simple Physics";
mComponentType = "Physics";
mDescription = getDescriptionText("Simple physics Component that allows gravity and impulses.");
}
SimplePhysicsComponent::~SimplePhysicsComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CONOBJECT(SimplePhysicsComponent);
//////////////////////////////////////////////////////////////////////////
bool SimplePhysicsComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void SimplePhysicsComponent::onRemove()
{
Parent::onRemove();
}
void SimplePhysicsComponent::initPersistFields()
{
Parent::initPersistFields();
addField( "moveSpeed", TypePoint3F, Offset(moveSpeed, SimplePhysicsComponent), "");
}
U32 SimplePhysicsComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void SimplePhysicsComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
//
void SimplePhysicsComponent::processTick()
{
Parent::processTick();
if (!isServerObject() || !isActive())
return;
//
//if (mCollisionObject && !--mCollisionTimeout)
// mCollisionObject = 0;
// Warp to catch up to server
if (mDelta.warpCount < mDelta.warpTicks)
{
mDelta.warpCount++;
// Set new pos.
mOwner->getTransform().getColumn(3,&mDelta.pos);
mDelta.pos += mDelta.warpOffset;
//mDelta.rot[0] = mDelta.rot[1];
//mDelta.rot[1].interpolate(mDelta.warpRot[0],mDelta.warpRot[1],F32(mDelta.warpCount)/mDelta.warpTicks);
MatrixF trans;
mDelta.rot[1].setMatrix(&trans);
trans.setPosition(mDelta.pos);
setTransform(trans);
// Pos backstepping
mDelta.posVec.x = -mDelta.warpOffset.x;
mDelta.posVec.y = -mDelta.warpOffset.y;
mDelta.posVec.z = -mDelta.warpOffset.z;
}
else
{
// Save current rigid state interpolation
mDelta.posVec = mOwner->getPosition();
//mDelta.rot[0] = mOwner->getTransform();
updateForces();
updatePos(TickSec);
// Wrap up interpolation info
mDelta.pos = mOwner->getPosition();
mDelta.posVec -= mOwner->getPosition();
//mDelta.rot[1] = mRigid.angPosition;
// Update container database
setTransform(mOwner->getTransform());
setMaskBits(UpdateMask);
updateContainer();
}
}
void SimplePhysicsComponent::interpolateTick(F32 dt)
{
// Client side interpolation
Point3F pos = mDelta.pos + mDelta.posVec * dt;
MatrixF mat = mOwner->getRenderTransform();
mat.setColumn(3,pos);
mOwner->setRenderTransform(mat);
mDelta.dt = dt;
}
void SimplePhysicsComponent::updatePos(const F32 travelTime)
{
mOwner->getTransform().getColumn(3,&mDelta.posVec);
// When mounted to another object, only Z rotation used.
if (mOwner->isMounted()) {
mVelocity = mOwner->getObjectMount()->getVelocity();
setPosition(Point3F(0.0f, 0.0f, 0.0f));
setMaskBits(UpdateMask);
return;
}
Point3F newPos;
if ( mVelocity.isZero() )
newPos = mDelta.posVec;
else
newPos = _move( travelTime );
//}
// Set new position
// If on the client, calc delta for backstepping
if (isClientObject())
{
mDelta.pos = newPos;
mDelta.posVec = mDelta.posVec - mDelta.pos;
mDelta.dt = 1.0f;
}
setPosition( newPos );
setMaskBits( UpdateMask );
updateContainer();
/*if (!isGhost())
{
// Do mission area callbacks on the server as well
checkMissionArea();
}*/
return;
}
Point3F SimplePhysicsComponent::_move( const F32 travelTime )
{
// Try and move to new pos
F32 totalMotion = 0.0f;
Point3F start;
Point3F initialPosition;
mOwner->getTransform().getColumn(3,&start);
initialPosition = start;
VectorF firstNormal(0.0f, 0.0f, 0.0f);
//F32 maxStep = mDataBlock->maxStepHeight;
F32 time = travelTime;
U32 count = 0;
S32 sMoveRetryCount = 5;
CollisionComponent* colComp = mOwner->getComponent<CollisionComponent>();
if(!colComp)
return start + mVelocity * time;
colComp->clearCollisionList();
for (; count < sMoveRetryCount; count++)
{
F32 speed = mVelocity.len();
if (!speed)
break;
Point3F end = start + mVelocity * time;
Point3F distance = end - start;
bool collided = colComp->checkCollisions(time, &mVelocity, start);
if (colComp->getCollisionList()->getCount() != 0 && colComp->getCollisionList()->getTime() < 1.0f)
{
// Set to collision point
F32 velLen = mVelocity.len();
F32 dt = time * getMin(colComp->getCollisionList()->getTime(), 1.0f);
start += mVelocity * dt;
time -= dt;
totalMotion += velLen * dt;
// Back off...
if ( velLen > 0.f )
{
F32 newT = getMin(0.01f / velLen, dt);
start -= mVelocity * newT;
totalMotion -= velLen * newT;
}
// Pick the surface most parallel to the face that was hit.
U32 colCount = colComp->getCollisionList()->getCount();
const Collision *collision = colComp->getCollision(0);
const Collision *cp = collision + 1;
const Collision *ep = collision + colComp->getCollisionList()->getCount();
for (; cp != ep; cp++)
{
U32 colCountLoop = colComp->getCollisionList()->getCount();
//TODO: Move this somewhere else
if(Entity* colEnt = dynamic_cast<Entity*>(collision->object))
{
if(CollisionComponent *collidingEntityColComp = colEnt->getComponent<CollisionComponent>())
{
if(!collidingEntityColComp->doesBlockColliding())
{
continue;
}
}
}
if (cp->faceDot > collision->faceDot)
collision = cp;
}
//check the last/first one just incase
if(Entity* colEnt = dynamic_cast<Entity*>(collision->object))
{
if(CollisionComponent *collidingEntityColComp = colEnt->getComponent<CollisionComponent>())
{
if(!collidingEntityColComp->doesBlockColliding())
{
//if our ideal surface doesn't stop us, just move along
return start + mVelocity * time;
}
}
}
//F32 bd = _doCollisionImpact( collision, wasFalling );
F32 bd = -mDot( mVelocity, collision->normal);
// Subtract out velocity
F32 sNormalElasticity = 0.01f;
VectorF dv = collision->normal * (bd + sNormalElasticity);
mVelocity += dv;
if (count == 0)
{
firstNormal = collision->normal;
}
else
{
if (count == 1)
{
// Re-orient velocity along the crease.
if (mDot(dv,firstNormal) < 0.0f &&
mDot(collision->normal,firstNormal) < 0.0f)
{
VectorF nv;
mCross(collision->normal,firstNormal,&nv);
F32 nvl = nv.len();
if (nvl)
{
if (mDot(nv,mVelocity) < 0.0f)
nvl = -nvl;
nv *= mVelocity.len() / nvl;
mVelocity = nv;
}
}
}
}
}
else
{
totalMotion += (end - start).len();
start = end;
break;
}
}
U32 colCountThree = colComp->getCollisionList()->getCount();
if (colCountThree != 0)
bool derp = true;
if (count == sMoveRetryCount)
{
// Failed to move
start = initialPosition;
mVelocity.set(0.0f, 0.0f, 0.0f);
}
return start;
}
void SimplePhysicsComponent::updateForces()
{
// Acceleration due to gravity
mVelocity += (mGravity * mGravityMod) * TickMs;
F32 len = mVelocity.len();
if (mMaxVelocity > 0 && mAbs(len) > mMaxVelocity)
{
Point3F excess = mVelocity * (1.0 - (mMaxVelocity / len));
excess *= 0.1f;
mVelocity -= excess;
}
// Container buoyancy & drag
if(mOwner->getContainerInfo().waterCoverage > 0.65f)
mVelocity -= mBuoyancy * (mGravity * mGravityMod) * TickMs;
mVelocity -= mVelocity * mDrag * TickMs;
if( mVelocity.isZero() )
mVelocity = Point3F::Zero;
else
setMaskBits(VelocityMask);
}
//
void SimplePhysicsComponent::setVelocity(const VectorF& vel)
{
Parent::setVelocity(vel);
// Clamp against the maximum velocity.
if ( mMaxVelocity > 0 )
{
F32 len = mVelocity.magnitudeSafe();
if ( len > mMaxVelocity )
{
Point3F excess = mVelocity * ( 1.0f - (mMaxVelocity / len ) );
mVelocity -= excess;
}
}
}