Torque3D/Engine/source/T3D/components/physics/rigidBodyComponent.cpp
Areloch 8eb442490a Updates to component classes -
Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00

467 lines
14 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 "T3D/components/physics/rigidBodyComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "T3D/physics/physicsBody.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsWorld.h"
#include "T3D/physics/physicsCollision.h"
#include "T3D/components/collision/collisionComponent.h"
bool RigidBodyComponent::smNoCorrections = false;
bool RigidBodyComponent::smNoSmoothing = false;
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
RigidBodyComponent::RigidBodyComponent() : Component()
{
mMass = 20;
mDynamicFriction = 1;
mStaticFriction = 0.1f;
mRestitution = 10;
mLinearDamping = 0;
mAngularDamping = 0;
mLinearSleepThreshold = 1;
mAngularSleepThreshold = 1;
mWaterDampingScale = 0.1f;
mBuoyancyDensity = 1;
mSimType = SimType_ServerOnly;
mPhysicsRep = NULL;
mResetPos = MatrixF::Identity;
mOwnerColComponent = NULL;
mFriendlyName = "RigidBody(Component)";
}
RigidBodyComponent::~RigidBodyComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(RigidBodyComponent);
bool RigidBodyComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void RigidBodyComponent::onRemove()
{
Parent::onRemove();
}
void RigidBodyComponent::initPersistFields()
{
Parent::initPersistFields();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void RigidBodyComponent::onComponentAdd()
{
Parent::onComponentAdd();
if (isServerObject())
{
storeRestorePos();
PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset);
}
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics);
updatePhysics(colComp->getCollisionData());
}
else
updatePhysics();
}
void RigidBodyComponent::onComponentRemove()
{
Parent::onComponentRemove();
if (isServerObject())
{
PhysicsPlugin::getPhysicsResetSignal().remove(this, &RigidBodyComponent::_onPhysicsReset);
}
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics);
}
SAFE_DELETE(mPhysicsRep);
}
void RigidBodyComponent::componentAddedToOwner(Component *comp)
{
CollisionComponent *colComp = dynamic_cast<CollisionComponent*>(comp);
if (colComp)
{
colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics);
updatePhysics(colComp->getCollisionData());
}
}
void RigidBodyComponent::componentRemovedFromOwner(Component *comp)
{
//test if this is a shape component!
CollisionComponent *colComp = dynamic_cast<CollisionComponent*>(comp);
if (colComp)
{
colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics);
updatePhysics();
}
}
void RigidBodyComponent::ownerTransformSet(MatrixF *mat)
{
if (mPhysicsRep)
mPhysicsRep->setTransform(mOwner->getTransform());
}
void RigidBodyComponent::updatePhysics(PhysicsCollision* collision)
{
SAFE_DELETE(mPhysicsRep);
if (!PHYSICSMGR)
return;
mWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
if (!collision)
return;
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(collision, mMass, 0, mOwner, mWorld);
mPhysicsRep->setMaterial(mRestitution, mDynamicFriction, mStaticFriction);
mPhysicsRep->setDamping(mLinearDamping, mAngularDamping);
mPhysicsRep->setSleepThreshold(mLinearSleepThreshold, mAngularSleepThreshold);
mPhysicsRep->setTransform(mOwner->getTransform());
// The reset position is the transform on the server
// at creation time... its not used on the client.
if (isServerObject())
{
storeRestorePos();
PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset);
}
}
U32 RigidBodyComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & StateMask))
{
// This will encode the position relative to the control
// object position.
//
// This will compress the position to as little as 6.25
// bytes if the position is within about 30 meters of the
// control object.
//
// Worst case its a full 12 bytes + 2 bits if the position
// is more than 500 meters from the control object.
//
stream->writeCompressedPoint(mState.position);
// Use only 3.5 bytes to send the orientation.
stream->writeQuat(mState.orientation, 9);
// If the server object has been set to sleep then
// we don't need to send any velocity.
if (!stream->writeFlag(mState.sleeping))
{
// This gives me ~0.015f resolution in velocity magnitude
// while only costing me 1 bit of the velocity is zero length,
// <5 bytes in normal cases, and <8 bytes if the velocity is
// greater than 1000.
AssertWarn(mState.linVelocity.len() < 1000.0f,
"PhysicsShape::packUpdate - The linVelocity is out of range!");
stream->writeVector(mState.linVelocity, 1000.0f, 16, 9);
// For angular velocity we get < 0.01f resolution in magnitude
// with the most common case being under 4 bytes.
AssertWarn(mState.angVelocity.len() < 10.0f,
"PhysicsShape::packUpdate - The angVelocity is out of range!");
stream->writeVector(mState.angVelocity, 10.0f, 10, 9);
}
}
return retMask;
}
void RigidBodyComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if (stream->readFlag()) // StateMask
{
PhysicsState state;
// Read the encoded and compressed position... commonly only 6.25 bytes.
stream->readCompressedPoint(&state.position);
// Read the compressed quaternion... 3.5 bytes.
stream->readQuat(&state.orientation, 9);
state.sleeping = stream->readFlag();
if (!state.sleeping)
{
stream->readVector(&state.linVelocity, 1000.0f, 16, 9);
stream->readVector(&state.angVelocity, 10.0f, 10, 9);
}
if (!smNoCorrections && mPhysicsRep && mPhysicsRep->isDynamic())
{
// Set the new state on the physics object immediately.
mPhysicsRep->applyCorrection(state.getTransform());
mPhysicsRep->setSleeping(state.sleeping);
if (!state.sleeping)
{
mPhysicsRep->setLinVelocity(state.linVelocity);
mPhysicsRep->setAngVelocity(state.angVelocity);
}
mPhysicsRep->getState(&mState);
}
// If there is no physics object then just set the
// new state... the tick will take care of the
// interpolation and extrapolation.
if (!mPhysicsRep || !mPhysicsRep->isDynamic())
mState = state;
}
}
void RigidBodyComponent::processTick()
{
Parent::processTick();
if (!mPhysicsRep || !PHYSICSMGR)
return;
// Note that unlike TSStatic, the serverside PhysicsShape does not
// need to play the ambient animation because even if the animation were
// to move collision shapes it would not affect the physx representation.
PROFILE_START(RigidBodyComponent_ProcessTick);
if (!mPhysicsRep->isDynamic())
return;
// SINGLE PLAYER HACK!!!!
/*if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
{
RigidBodyComponent *servObj = (RigidBodyComponent*)getServerObject();
mOwner->setTransform(servObj->mState.getTransform());
mRenderState[0] = servObj->mRenderState[0];
mRenderState[1] = servObj->mRenderState[1];
return;
}*/
// Store the last render state.
mRenderState[0] = mRenderState[1];
// If the last render state doesn't match the last simulation
// state then we got a correction and need to
Point3F errorDelta = mRenderState[1].position - mState.position;
const bool doSmoothing = !errorDelta.isZero() && !smNoSmoothing;
const bool wasSleeping = mState.sleeping;
// Get the new physics state.
mPhysicsRep->getState(&mState);
updateContainerForces();
// Smooth the correction back into the render state.
mRenderState[1] = mState;
if (doSmoothing)
{
F32 correction = mClampF(errorDelta.len() / 20.0f, 0.1f, 0.9f);
mRenderState[1].position.interpolate(mState.position, mRenderState[0].position, correction);
mRenderState[1].orientation.interpolate(mState.orientation, mRenderState[0].orientation, correction);
}
//Check if any collisions occured
findContact();
// If we haven't been sleeping then update our transform
// and set ourselves as dirty for the next client update.
if (!wasSleeping || !mState.sleeping)
{
// Set the transform on the parent so that
// the physics object isn't moved.
mOwner->setTransform(mState.getTransform());
// If we're doing server simulation then we need
// to send the client a state update.
if (isServerObject() && mPhysicsRep && !smNoCorrections &&
!PHYSICSMGR->isSinglePlayer() // SINGLE PLAYER HACK!!!!
)
setMaskBits(StateMask);
}
PROFILE_END();
}
void RigidBodyComponent::findContact()
{
SceneObject *contactObject = NULL;
VectorF *contactNormal = new VectorF(0, 0, 0);
Vector<SceneObject*> overlapObjects;
mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects);
if (!overlapObjects.empty())
{
//fire our signal that the physics sim said collisions happened
onPhysicsCollision.trigger(*contactNormal, overlapObjects);
}
}
void RigidBodyComponent::_onPhysicsReset(PhysicsResetEvent reset)
{
if (reset == PhysicsResetEvent_Store)
mResetPos = mOwner->getTransform();
else if (reset == PhysicsResetEvent_Restore)
{
mOwner->setTransform(mResetPos);
}
}
void RigidBodyComponent::storeRestorePos()
{
mResetPos = mOwner->getTransform();
}
void RigidBodyComponent::applyImpulse(const Point3F &pos, const VectorF &vec)
{
if (mPhysicsRep && mPhysicsRep->isDynamic())
mPhysicsRep->applyImpulse(pos, vec);
}
void RigidBodyComponent::applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude)
{
if (!mPhysicsRep || !mPhysicsRep->isDynamic())
return;
// TODO: Find a better approximation of the
// force vector using the object box.
VectorF force = mOwner->getWorldBox().getCenter() - origin;
F32 dist = force.magnitudeSafe();
force.normalize();
if (dist == 0.0f)
force *= magnitude;
else
force *= mClampF(radius / dist, 0.0f, 1.0f) * magnitude;
mPhysicsRep->applyImpulse(origin, force);
// TODO: There is no simple way to really sync this sort of an
// event with the client.
//
// The best is to send the current physics snapshot, calculate the
// time difference from when this event occured and the time when the
// client recieves it, and then extrapolate where it should be.
//
// Even then its impossible to be absolutely sure its synced.
//
// Bottom line... you shouldn't use physics over the network like this.
//
}
void RigidBodyComponent::updateContainerForces()
{
PROFILE_SCOPE(RigidBodyComponent_updateContainerForces);
// If we're not simulating don't update forces.
PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
if (!world || !world->isEnabled())
return;
ContainerQueryInfo info;
info.box = mOwner->getWorldBox();
info.mass = mMass;
// Find and retreive physics info from intersecting WaterObject(s)
mOwner->getContainer()->findObjects(mOwner->getWorldBox(), WaterObjectType | PhysicalZoneObjectType, findRouter, &info);
// Calculate buoyancy and drag
F32 angDrag = mAngularDamping;
F32 linDrag = mLinearDamping;
F32 buoyancy = 0.0f;
Point3F cmass = mPhysicsRep->getCMassPosition();
F32 density = mBuoyancyDensity;
if (density > 0.0f)
{
if (info.waterCoverage > 0.0f)
{
F32 waterDragScale = info.waterViscosity * mWaterDampingScale;
F32 powCoverage = mPow(info.waterCoverage, 0.25f);
angDrag = mLerp(angDrag, angDrag * waterDragScale, powCoverage);
linDrag = mLerp(linDrag, linDrag * waterDragScale, powCoverage);
}
buoyancy = (info.waterDensity / density) * mPow(info.waterCoverage, 2.0f);
// A little hackery to prevent oscillation
// Based on this blog post:
// (http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html)
// JCF: disabled!
Point3F buoyancyForce = buoyancy * -world->getGravity() * TickSec * mMass;
mPhysicsRep->applyImpulse(cmass, buoyancyForce);
}
// Update the dampening as the container might have changed.
mPhysicsRep->setDamping(linDrag, angDrag);
// Apply physical zone forces.
if (!info.appliedForce.isZero())
mPhysicsRep->applyImpulse(cmass, info.appliedForce);
}