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

151 lines
5.3 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/px.h"
#include "T3D/physics/physX/pxMaterial.h"
#include "T3D/physics/physX/pxWorld.h"
#include "T3D/physics/physicsPlugin.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
IMPLEMENT_CO_DATABLOCK_V1( PxMaterial );
ConsoleDocClass( PxMaterial,
"@brief Defines a PhysX material assignable to a PxMaterial.\n\n"
"When two actors collide, the collision behavior that results depends on the material properties "
"of the actors' surfaces. For example, the surface properties determine if the actors will or will "
"not bounce, or if they will slide or stick. Currently, the only special feature supported by materials "
"is anisotropic friction, but according to Nvidia, other effects such as moving surfaces and more types "
"of friction are slotted for future release.\n\n"
"For more information, refer to Nvidia's PhysX docs.\n\n"
"@ingroup Physics"
);
PxMaterial::PxMaterial()
: mNxMat( NULL ),
mNxMatId( -1 ),
restitution( 0.0f ),
staticFriction( 0.1f ),
dynamicFriction( 0.95f ),
mServer( false )
{
}
PxMaterial::~PxMaterial()
{
}
void PxMaterial::consoleInit()
{
Parent::consoleInit();
}
void PxMaterial::initPersistFields()
{
Parent::initPersistFields();
addGroup("PxMaterial");
addField( "restitution", TypeF32, Offset( restitution, PxMaterial ),
"@brief Coeffecient of a bounce applied to the shape in response to a collision.\n\n"
"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"
"@note Values close to or above 1.0 may cause stability problems and/or increasing energy.");
addField( "staticFriction", TypeF32, Offset( staticFriction, PxMaterial ),
"@brief Coefficient of static %friction to be applied.\n\n"
"Static %friction determines the force needed to start moving an at-rest object in contact with a surface. "
"If the force applied onto shape cannot overcome the force of static %friction, the shape will remain at rest. "
"A higher coefficient will require a larger force to start motion. "
"@note This value should be larger than 0.\n\n");
addField( "dynamicFriction", TypeF32, Offset( dynamicFriction, PxMaterial ),
"@brief Coefficient of dynamic %friction to be applied.\n\n"
"Dynamic %friction reduces the velocity of a moving object while it is in contact with a surface. "
"A higher coefficient will result in a larger reduction in velocity. "
"A shape's dynamicFriction should be equal to or larger than 0.\n\n");
endGroup("PxMaterial");
}
void PxMaterial::onStaticModified( const char *slotName, const char *newValue )
{
if ( isProperlyAdded() && mNxMat != NULL )
{
mNxMat->setRestitution( restitution );
mNxMat->setStaticFriction( staticFriction );
mNxMat->setDynamicFriction( dynamicFriction );
}
}
bool PxMaterial::preload( bool server, String &errorBuffer )
{
mServer = server;
PxWorld *world = dynamic_cast<PxWorld*>( PHYSICSMGR->getWorld( server ? "server" : "client" ) );
if ( !world )
{
// TODO: Error... in error buffer?
return false;
}
NxMaterialDesc material;
material.restitution = restitution;
material.staticFriction = staticFriction;
material.dynamicFriction = dynamicFriction;
mNxMat = world->createMaterial( material );
mNxMatId = mNxMat->getMaterialIndex();
if ( mNxMatId == -1 )
{
errorBuffer = "PxMaterial::preload() - unable to create material!";
return false;
}
return Parent::preload( server, errorBuffer );
}
void PxMaterial::packData( BitStream* stream )
{
Parent::packData( stream );
stream->write( restitution );
stream->write( staticFriction );
stream->write( dynamicFriction );
}
void PxMaterial::unpackData( BitStream* stream )
{
Parent::unpackData( stream );
stream->read( &restitution );
stream->read( &staticFriction );
stream->read( &dynamicFriction );
}