mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
151 lines
5.3 KiB
C++
151 lines
5.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/physics/physX/px.h"
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#include "T3D/physics/physX/pxMaterial.h"
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#include "T3D/physics/physX/pxWorld.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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IMPLEMENT_CO_DATABLOCK_V1( PxMaterial );
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ConsoleDocClass( PxMaterial,
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"@brief Defines a PhysX material assignable to a PxMaterial.\n\n"
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"When two actors collide, the collision behavior that results depends on the material properties "
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"of the actors' surfaces. For example, the surface properties determine if the actors will or will "
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"not bounce, or if they will slide or stick. Currently, the only special feature supported by materials "
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"is anisotropic friction, but according to Nvidia, other effects such as moving surfaces and more types "
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"of friction are slotted for future release.\n\n"
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"For more information, refer to Nvidia's PhysX docs.\n\n"
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"@ingroup Physics"
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);
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PxMaterial::PxMaterial()
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: mNxMat( NULL ),
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mNxMatId( -1 ),
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restitution( 0.0f ),
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staticFriction( 0.1f ),
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dynamicFriction( 0.95f ),
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mServer( false )
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{
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}
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PxMaterial::~PxMaterial()
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{
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}
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void PxMaterial::consoleInit()
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{
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Parent::consoleInit();
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}
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void PxMaterial::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("PxMaterial");
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addField( "restitution", TypeF32, Offset( restitution, PxMaterial ),
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"@brief Coeffecient of a bounce applied to the shape in response to a collision.\n\n"
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"A value of 0 makes the object bounce as little as possible, while higher values up to 1.0 result in more bounce.\n\n"
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"@note Values close to or above 1.0 may cause stability problems and/or increasing energy.");
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addField( "staticFriction", TypeF32, Offset( staticFriction, PxMaterial ),
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"@brief Coefficient of static %friction to be applied.\n\n"
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"Static %friction determines the force needed to start moving an at-rest object in contact with a surface. "
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"If the force applied onto shape cannot overcome the force of static %friction, the shape will remain at rest. "
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"A higher coefficient will require a larger force to start motion. "
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"@note This value should be larger than 0.\n\n");
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addField( "dynamicFriction", TypeF32, Offset( dynamicFriction, PxMaterial ),
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"@brief Coefficient of dynamic %friction to be applied.\n\n"
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"Dynamic %friction reduces the velocity of a moving object while it is in contact with a surface. "
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"A higher coefficient will result in a larger reduction in velocity. "
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"A shape's dynamicFriction should be equal to or larger than 0.\n\n");
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endGroup("PxMaterial");
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}
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void PxMaterial::onStaticModified( const char *slotName, const char *newValue )
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{
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if ( isProperlyAdded() && mNxMat != NULL )
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{
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mNxMat->setRestitution( restitution );
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mNxMat->setStaticFriction( staticFriction );
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mNxMat->setDynamicFriction( dynamicFriction );
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}
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}
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bool PxMaterial::preload( bool server, String &errorBuffer )
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{
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mServer = server;
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PxWorld *world = dynamic_cast<PxWorld*>( PHYSICSMGR->getWorld( server ? "server" : "client" ) );
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if ( !world )
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{
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// TODO: Error... in error buffer?
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return false;
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}
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NxMaterialDesc material;
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material.restitution = restitution;
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material.staticFriction = staticFriction;
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material.dynamicFriction = dynamicFriction;
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mNxMat = world->createMaterial( material );
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mNxMatId = mNxMat->getMaterialIndex();
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if ( mNxMatId == -1 )
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{
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errorBuffer = "PxMaterial::preload() - unable to create material!";
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return false;
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}
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return Parent::preload( server, errorBuffer );
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}
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void PxMaterial::packData( BitStream* stream )
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{
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Parent::packData( stream );
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stream->write( restitution );
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stream->write( staticFriction );
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stream->write( dynamicFriction );
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}
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void PxMaterial::unpackData( BitStream* stream )
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{
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Parent::unpackData( stream );
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stream->read( &restitution );
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stream->read( &staticFriction );
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stream->read( &dynamicFriction );
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}
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