mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
1172 lines
37 KiB
C++
1172 lines
37 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/physicsShape.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "core/resourceManager.h"
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#include "math/mathIO.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsBody.h"
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#include "T3D/physics/physicsWorld.h"
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#include "T3D/physics/physicsCollision.h"
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#include "collision/concretePolyList.h"
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#include "ts/tsShapeInstance.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxTransformSaver.h"
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#include "T3D/physics/physicsDebris.h"
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#include "T3D/fx/explosion.h"
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#include "T3D/containerQuery.h"
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#include "lighting/lightQuery.h"
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#include "console/engineAPI.h"
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bool PhysicsShape::smNoCorrections = false;
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bool PhysicsShape::smNoSmoothing = false;
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ImplementEnumType( PhysicsSimType,
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"How to handle the physics simulation with the client's and server.\n"
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"@ingroup Physics\n\n")
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{ PhysicsShapeData::SimType_ClientOnly, "ClientOnly", "Only handle physics on the client.\n" },
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{ PhysicsShapeData::SimType_ServerOnly, "ServerOnly", "Only handle physics on the server.\n" },
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{ PhysicsShapeData::SimType_ClientServer, "ClientServer", "Handle physics on both the client and server.\n" }
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EndImplementEnumType;
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IMPLEMENT_CO_DATABLOCK_V1( PhysicsShapeData );
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ConsoleDocClass( PhysicsShapeData,
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"@brief Defines the properties of a PhysicsShape.\n\n"
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"@see PhysicsShape.\n"
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"@ingroup Physics"
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);
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PhysicsShapeData::PhysicsShapeData()
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: shapeName( NULL ),
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mass( 1.0f ),
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dynamicFriction( 0.0f ),
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staticFriction( 0.0f ),
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restitution( 0.0f ),
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linearDamping( 0.0f ),
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angularDamping( 0.0f ),
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linearSleepThreshold( 1.0f ),
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angularSleepThreshold( 1.0f ),
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waterDampingScale( 1.0f ),
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buoyancyDensity( 0.0f ),
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simType( SimType_ClientServer )
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{
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}
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PhysicsShapeData::~PhysicsShapeData()
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{
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}
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void PhysicsShapeData::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Media");
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addField( "shapeName", TypeShapeFilename, Offset( shapeName, PhysicsShapeData ),
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"@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
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"Compatable with Live-Asset Reloading. ");
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addField( "debris", TYPEID< SimObjectRef<PhysicsDebrisData> >(), Offset( debris, PhysicsShapeData ),
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"@brief Name of a PhysicsDebrisData to spawn when this shape is destroyed (optional)." );
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addField( "explosion", TYPEID< SimObjectRef<ExplosionData> >(), Offset( explosion, PhysicsShapeData ),
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"@brief Name of an ExplosionData to spawn when this shape is destroyed (optional)." );
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addField( "destroyedShape", TYPEID< SimObjectRef<PhysicsShapeData> >(), Offset( destroyedShape, PhysicsShapeData ),
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"@brief Name of a PhysicsShapeData to spawn when this shape is destroyed (optional)." );
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endGroup("Media");
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addGroup( "Physics" );
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addField( "mass", TypeF32, Offset( mass, PhysicsShapeData ),
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"@brief Value representing the mass of the shape.\n\n"
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"A shape's mass influences the magnitude of any force exerted on it. "
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"For example, a PhysicsShape with a large mass requires a much larger force to move than "
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"the same shape with a smaller mass.\n"
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"@note A mass of zero will create a kinematic shape while anything greater will create a dynamic shape.");
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addField( "friction", TypeF32, Offset( dynamicFriction, PhysicsShapeData ),
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"@brief Coefficient of kinetic %friction to be applied to the shape.\n\n"
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"Kinetic %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 velocity reduction. "
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"A shape's friction should be lower than it's staticFriction, but larger than 0.\n\n"
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"@note This value is only applied while an object is in motion. For an object starting at rest, see PhysicsShape::staticFriction");
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addField( "staticFriction", TypeF32, Offset( staticFriction, PhysicsShapeData ),
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"@brief Coefficient of static %friction to be applied to the shape.\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 larger coefficient will require a larger force to start motion. "
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"This value should be larger than zero and the physicsShape's friction.\n\n"
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"@note This value is only applied while an object is at rest. For an object in motion, see PhysicsShape::friction");
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addField( "restitution", TypeF32, Offset( restitution, PhysicsShapeData ),
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"@brief Coeffecient of a bounce applied to the shape in response to a collision.\n\n"
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"Restitution is a ratio of a shape's velocity before and after a collision. "
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"A value of 0 will zero out a shape's post-collision velocity, making it stop on contact. "
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"Larger values will remove less velocity after a collision, making it \'bounce\' with a greater force. "
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"Normal %restitution values range between 0 and 1.0."
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"@note Values near or equaling 1.0 are likely to cause undesirable results in the physics simulation."
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" Because of this it is reccomended to avoid values close to 1.0");
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addField( "linearDamping", TypeF32, Offset( linearDamping, PhysicsShapeData ),
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"@brief Value that reduces an object's linear velocity over time.\n\n"
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"Larger values will cause velocity to decay quicker.\n\n" );
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addField( "angularDamping", TypeF32, Offset( angularDamping, PhysicsShapeData ),
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"@brief Value that reduces an object's rotational velocity over time.\n\n"
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"Larger values will cause velocity to decay quicker.\n\n" );
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addField( "linearSleepThreshold", TypeF32, Offset( linearSleepThreshold, PhysicsShapeData ),
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"@brief Minimum linear velocity before the shape can be put to sleep.\n\n"
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"This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources.\n\n"
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"@note The shape must be dynamic.");
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addField( "angularSleepThreshold", TypeF32, Offset( angularSleepThreshold, PhysicsShapeData ),
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"@brief Minimum rotational velocity before the shape can be put to sleep.\n\n"
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"This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources.\n\n"
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"@note The shape must be dynamic.");
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addField( "waterDampingScale", TypeF32, Offset( waterDampingScale, PhysicsShapeData ),
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"@brief Scale to apply to linear and angular dampening while underwater.\n\n "
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"Used with the waterViscosity of the "
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"@see angularDamping linearDamping" );
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addField( "buoyancyDensity", TypeF32, Offset( buoyancyDensity, PhysicsShapeData ),
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"@brief The density of the shape for calculating buoyant forces.\n\n"
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"The result of the calculated buoyancy is relative to the density of the WaterObject the PhysicsShape is within.\n\n"
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"@see WaterObject::density");
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endGroup( "Physics" );
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addGroup( "Networking" );
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addField( "simType", TYPEID< PhysicsShapeData::SimType >(), Offset( simType, PhysicsShapeData ),
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"@brief Controls whether this shape is simulated on the server, client, or both physics simulations.\n\n" );
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endGroup( "Networking" );
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}
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void PhysicsShapeData::packData( BitStream *stream )
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{
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Parent::packData( stream );
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stream->writeString( shapeName );
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stream->write( mass );
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stream->write( dynamicFriction );
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stream->write( staticFriction );
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stream->write( restitution );
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stream->write( linearDamping );
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stream->write( angularDamping );
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stream->write( linearSleepThreshold );
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stream->write( angularSleepThreshold );
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stream->write( waterDampingScale );
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stream->write( buoyancyDensity );
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stream->writeInt( simType, SimType_Bits );
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stream->writeRangedU32( debris ? debris->getId() : 0, 0, DataBlockObjectIdLast );
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stream->writeRangedU32( explosion ? explosion->getId() : 0, 0, DataBlockObjectIdLast );
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stream->writeRangedU32( destroyedShape ? destroyedShape->getId() : 0, 0, DataBlockObjectIdLast );
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}
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void PhysicsShapeData::unpackData( BitStream *stream )
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{
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Parent::unpackData(stream);
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shapeName = stream->readSTString();
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stream->read( &mass );
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stream->read( &dynamicFriction );
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stream->read( &staticFriction );
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stream->read( &restitution );
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stream->read( &linearDamping );
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stream->read( &angularDamping );
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stream->read( &linearSleepThreshold );
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stream->read( &angularSleepThreshold );
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stream->read( &waterDampingScale );
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stream->read( &buoyancyDensity );
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simType = (SimType)stream->readInt( SimType_Bits );
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debris = stream->readRangedU32( 0, DataBlockObjectIdLast );
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explosion = stream->readRangedU32( 0, DataBlockObjectIdLast );
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destroyedShape = stream->readRangedU32( 0, DataBlockObjectIdLast );
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}
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bool PhysicsShapeData::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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ResourceManager::get().getChangedSignal().notify( this, &PhysicsShapeData::_onResourceChanged );
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return true;
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}
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void PhysicsShapeData::onRemove()
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{
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ResourceManager::get().getChangedSignal().remove( this, &PhysicsShapeData::_onResourceChanged );
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Parent::onRemove();
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}
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void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
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{
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if ( path != Path( shapeName ) )
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return;
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// Reload the changed shape.
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Resource<TSShape> reloadShape;
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PhysicsCollisionRef reloadcolShape;
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reloadShape = ResourceManager::get().load( shapeName );
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if ( !bool(reloadShape) )
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{
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Con::warnf( ConsoleLogEntry::General, "PhysicsShapeData::_onResourceChanged: Could not reload %s.", path.getFileName().c_str() );
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return;
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}
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// Reload the collision shape.
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reloadcolShape = shape->buildColShape( false, Point3F::One );
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if ( bool(reloadShape) && bool(colShape))
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{
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shape = reloadShape;
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colShape = reloadcolShape;
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}
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mReloadSignal.trigger();
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}
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bool PhysicsShapeData::preload( bool server, String &errorBuffer )
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{
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if ( !Parent::preload( server, errorBuffer ) )
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return false;
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// If we don't have a physics plugin active then
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// we have to fail completely.
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if ( !PHYSICSMGR )
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{
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errorBuffer = "PhysicsShapeData::preload - No physics plugin is active!";
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return false;
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}
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if ( !shapeName || !shapeName[0] )
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{
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errorBuffer = "PhysicsShapeData::preload - No shape name defined.";
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return false;
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}
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// Load the shape.
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shape = ResourceManager::get().load( shapeName );
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if ( bool(shape) == false )
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{
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errorBuffer = String::ToString( "PhysicsShapeData::preload - Unable to load shape '%s'.", shapeName );
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return false;
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}
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// Prepare the shared physics collision shape.
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if ( !colShape )
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{
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colShape = shape->buildColShape( false, Point3F::One );
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// If we got here and didn't get a collision shape then
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// we need to fail... can't have a shape without collision.
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if ( !colShape )
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{
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errorBuffer = String::ToString( "PhysicsShapeData::preload - No collision found for shape '%s'.", shapeName );
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return false;
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}
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}
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// My convex demcomposion test
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/*
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// Get the verts and triangles for the first visible detail.
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ConcretePolyList polyList;
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polyList.setTransform( &MatrixF::Identity, Point3F::One );
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TSShapeInstance shapeInst( shape, false );
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shapeInst.animate(0);
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if ( !shapeInst.buildPolyList( &polyList, 0 ) )
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return false;
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// Gah... Ratcliff's lib works on doubles... why, oh why?
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Vector<F64> doubleVerts;
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doubleVerts.setSize( polyList.mVertexList.size() * 3 );
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for ( U32 i=0; i < polyList.mVertexList.size(); i++ )
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{
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doubleVerts[ ( i * 3 ) + 0 ] = (F64)polyList.mVertexList[i].x;
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doubleVerts[ ( i * 3 ) + 1 ] = (F64)polyList.mVertexList[i].y;
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doubleVerts[ ( i * 3 ) + 2 ] = (F64)polyList.mVertexList[i].z;
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}
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using namespace ConvexDecomposition;
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class ConvexBuilder : public ConvexDecompInterface
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{
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public:
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ConvexBuilder() { }
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~ConvexBuilder()
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{
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for ( U32 i=0; i < mHulls.size(); i++ )
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delete mHulls[i];
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}
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virtual void ConvexDecompResult( ConvexResult &result )
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{
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FConvexResult *hull = new FConvexResult( result );
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mHulls.push_back( hull );
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}
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Vector<FConvexResult*> mHulls;
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};
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DecompDesc d;
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d.mVcount = polyList.mVertexList.size();
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d.mVertices = doubleVerts.address();
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d.mTcount = polyList.mIndexList.size() / 3;
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d.mIndices = polyList.mIndexList.address();
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d.mDepth = 3;
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d.mCpercent = 20.0f;
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d.mPpercent = 30.0f;
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d.mMaxVertices = 32;
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d.mSkinWidth = 0.05f; // Need to expose this!
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ConvexBuilder builder;
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d.mCallback = &builder;
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if ( performConvexDecomposition( d ) < 1 || builder.mHulls.empty() )
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return false;
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// Add all the convex hull results into the collision shape.
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colShape = PHYSICSMGR->createCollision();
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for ( U32 i=0; i < builder.mHulls.size(); i++ )
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colShape->addConvex( (const Point3F*)builder.mHulls[i]->mHullVertices,
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builder.mHulls[i]->mHullVcount,
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MatrixF::Identity );
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*/
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return true;
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}
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IMPLEMENT_CO_NETOBJECT_V1(PhysicsShape);
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ConsoleDocClass( PhysicsShape,
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"@brief Represents a destructible physical object simulated through the plugin system.\n\n"
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"@see PhysicsShapeData.\n"
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"@ingroup Physics"
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);
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PhysicsShape::PhysicsShape()
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: mPhysicsRep( NULL ),
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mWorld( NULL ),
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mShapeInst( NULL ),
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mResetPos( MatrixF::Identity ),
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mDestroyed( false ),
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mPlayAmbient( false ),
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mAmbientThread( NULL ),
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mAmbientSeq( -1 )
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{
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mNetFlags.set( Ghostable | ScopeAlways );
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mTypeMask |= DynamicShapeObjectType;
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}
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PhysicsShape::~PhysicsShape()
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{
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}
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void PhysicsShape::consoleInit()
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{
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Con::addVariable( "$PhysicsShape::noCorrections", TypeBool, &PhysicsShape::smNoCorrections,
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"@brief Determines if the shape will recieve corrections from the server or "
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"will instead be allowed to diverge.\n\n"
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"In the event that the client and server object positions/orientations "
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"differ and if this variable is true, the server will attempt to \'correct\' "
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"the client object to keep it in sync. Otherwise, client and server objects may fall out of sync.\n\n");
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Con::addVariable( "$PhysicsShape::noSmoothing", TypeBool, &PhysicsShape::smNoSmoothing,
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"@brief Determines if client-side shapes will attempt to smoothly transition to "
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"their new position after reciving a correction.\n\n"
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"If true, shapes will immediately render at the position they are corrected to.\n\n");
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Parent::consoleInit();
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}
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void PhysicsShape::initPersistFields()
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{
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addGroup( "PhysicsShape" );
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addField( "playAmbient", TypeBool, Offset( mPlayAmbient, PhysicsShape ),
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"@brief Enables or disables playing of an ambient animation upon loading the shape.\n\n"
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"@note The ambient animation must be named \"ambient\"." );
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endGroup( "PhysicsShape" );
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Parent::initPersistFields();
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removeField( "scale" );
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}
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void PhysicsShape::inspectPostApply()
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{
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Parent::inspectPostApply();
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setMaskBits( InitialUpdateMask );
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}
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U32 PhysicsShape::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( con, mask, stream );
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if ( stream->writeFlag( mask & InitialUpdateMask ) )
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{
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stream->writeAffineTransform( getTransform() );
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stream->writeFlag( mPlayAmbient );
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stream->writeFlag( mDestroyed );
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return retMask;
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}
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// If we got here its not an initial update. So only send
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// the least amount of data possible.
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if ( stream->writeFlag( mask & StateMask ) )
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{
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// This will encode the position relative to the control
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// object position.
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//
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// This will compress the position to as little as 6.25
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// bytes if the position is within about 30 meters of the
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// control object.
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//
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// Worst case its a full 12 bytes + 2 bits if the position
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// is more than 500 meters from the control object.
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//
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stream->writeCompressedPoint( mState.position );
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// Use only 3.5 bytes to send the orientation.
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stream->writeQuat( mState.orientation, 9 );
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// If the server object has been set to sleep then
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// we don't need to send any velocity.
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if ( !stream->writeFlag( mState.sleeping ) )
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{
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// 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 );
|
|
}
|
|
}
|
|
|
|
if ( stream->writeFlag( mask & DamageMask ) )
|
|
stream->writeFlag( mDestroyed );
|
|
|
|
return retMask;
|
|
}
|
|
|
|
void PhysicsShape::unpackUpdate( NetConnection *con, BitStream *stream )
|
|
{
|
|
Parent::unpackUpdate( con, stream );
|
|
|
|
if ( stream->readFlag() ) // InitialUpdateMask
|
|
{
|
|
MatrixF mat;
|
|
stream->readAffineTransform( &mat );
|
|
setTransform( mat );
|
|
mPlayAmbient = stream->readFlag();
|
|
|
|
if ( isProperlyAdded() )
|
|
_initAmbient();
|
|
|
|
if ( stream->readFlag() )
|
|
{
|
|
if ( isProperlyAdded() )
|
|
{
|
|
// Destroy immediately if we've already been added
|
|
// to the scene.
|
|
destroy();
|
|
}
|
|
else
|
|
{
|
|
// Indicate the shape should be destroyed when the
|
|
// shape is added.
|
|
mDestroyed = true;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
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() && !mDestroyed )
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
if ( stream->readFlag() ) // DamageMask
|
|
{
|
|
if ( stream->readFlag() )
|
|
destroy();
|
|
else
|
|
restore();
|
|
}
|
|
}
|
|
|
|
bool PhysicsShape::onAdd()
|
|
{
|
|
if ( !Parent::onAdd() )
|
|
return false;
|
|
|
|
// If we don't have a physics plugin active then
|
|
// we have to fail completely.
|
|
if ( !PHYSICSMGR )
|
|
{
|
|
Con::errorf( "PhysicsShape::onAdd - No physics plugin is active!" );
|
|
return false;
|
|
}
|
|
|
|
//
|
|
if ( !mPhysicsRep && !_createShape() )
|
|
{
|
|
Con::errorf( "PhysicsShape::onAdd() - Shape creation failed!" );
|
|
return false;
|
|
}
|
|
|
|
// 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, &PhysicsShape::_onPhysicsReset );
|
|
}
|
|
|
|
// Register for the resource change signal.
|
|
//ResourceManager::get().getChangedSignal().notify( this, &PhysicsShape::_onResourceChanged );
|
|
|
|
// Only add server objects and non-destroyed client objects to the scene.
|
|
if ( isServerObject() || !mDestroyed)
|
|
addToScene();
|
|
|
|
if ( isClientObject() && mDestroyed )
|
|
{
|
|
// Disable all simulation of the body... no collision or dynamics.
|
|
if ( mPhysicsRep )
|
|
mPhysicsRep->setSimulationEnabled( false );
|
|
|
|
// Stop doing tick processing for this SceneObject.
|
|
setProcessTick( false );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void PhysicsShape::onRemove()
|
|
{
|
|
removeFromScene();
|
|
|
|
SAFE_DELETE( mPhysicsRep );
|
|
SAFE_DELETE( mShapeInst );
|
|
mAmbientThread = NULL;
|
|
mAmbientSeq = -1;
|
|
mWorld = NULL;
|
|
|
|
if ( isServerObject() )
|
|
{
|
|
PhysicsPlugin::getPhysicsResetSignal().remove( this, &PhysicsShape::_onPhysicsReset );
|
|
|
|
if ( mDestroyedShape )
|
|
mDestroyedShape->deleteObject();
|
|
}
|
|
|
|
// Remove the resource change signal.
|
|
//ResourceManager::get().getChangedSignal().remove( this, &PhysicsShape::_onResourceChanged );
|
|
|
|
Parent::onRemove();
|
|
}
|
|
|
|
bool PhysicsShape::onNewDataBlock( GameBaseData *dptr, bool reload )
|
|
{
|
|
if ( !Parent::onNewDataBlock( dptr, reload ) )
|
|
return false;
|
|
|
|
if ( !isProperlyAdded() )
|
|
return true;
|
|
|
|
// If we don't have a physics plugin active then
|
|
// we have to fail completely.
|
|
if ( !PHYSICSMGR )
|
|
{
|
|
Con::errorf( "PhysicsShape::onNewDataBlock - No physics plugin is active!" );
|
|
return false;
|
|
}
|
|
|
|
//
|
|
if ( !_createShape() )
|
|
{
|
|
Con::errorf( "PhysicsShape::onNewDataBlock() - Shape creation failed!" );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool PhysicsShape::_createShape()
|
|
{
|
|
SAFE_DELETE( mPhysicsRep );
|
|
SAFE_DELETE( mShapeInst );
|
|
mAmbientThread = NULL;
|
|
mWorld = NULL;
|
|
mAmbientSeq = -1;
|
|
|
|
PhysicsShapeData *db = getDataBlock();
|
|
if ( !db )
|
|
return false;
|
|
|
|
// Set the world box.
|
|
mObjBox = db->shape->bounds;
|
|
resetWorldBox();
|
|
|
|
// If this is the server and its a client only simulation
|
|
// object then disable our tick... the server doesn't do
|
|
// any work for this shape.
|
|
if ( isServerObject() &&
|
|
db->simType == PhysicsShapeData::SimType_ClientOnly )
|
|
{
|
|
setProcessTick( false );
|
|
return true;
|
|
}
|
|
|
|
// Create the shape instance.
|
|
mShapeInst = new TSShapeInstance( db->shape, isClientObject() );
|
|
|
|
if ( isClientObject() )
|
|
{
|
|
mAmbientSeq = db->shape->findSequence( "ambient" );
|
|
_initAmbient();
|
|
}
|
|
|
|
// If the shape has a mass then its dynamic... else
|
|
// its a kinematic shape.
|
|
//
|
|
// While a kinematic is less optimal than a static body
|
|
// it allows for us to enable/disable collision and having
|
|
// all dynamic actors react correctly... waking up.
|
|
//
|
|
const bool isDynamic = db->mass > 0.0f;
|
|
|
|
// If we aren't dynamic we don't need to tick.
|
|
setProcessTick( isDynamic || mPlayAmbient );
|
|
|
|
// If this is the client and we're a server only object then
|
|
// we don't need any physics representation... we're done.
|
|
if ( isClientObject() &&
|
|
db->simType == PhysicsShapeData::SimType_ServerOnly )
|
|
return true;
|
|
|
|
mWorld = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
|
|
|
|
mPhysicsRep = PHYSICSMGR->createBody();
|
|
mPhysicsRep->init( db->colShape,
|
|
db->mass,
|
|
isDynamic ? 0 : PhysicsBody::BF_KINEMATIC,
|
|
this,
|
|
mWorld );
|
|
|
|
mPhysicsRep->setMaterial( db->restitution, db->dynamicFriction, db->staticFriction );
|
|
|
|
if ( isDynamic )
|
|
{
|
|
mPhysicsRep->setDamping( db->linearDamping, db->angularDamping );
|
|
mPhysicsRep->setSleepThreshold( db->linearSleepThreshold, db->angularSleepThreshold );
|
|
}
|
|
|
|
mPhysicsRep->setTransform( getTransform() );
|
|
|
|
return true;
|
|
}
|
|
|
|
void PhysicsShape::_initAmbient()
|
|
{
|
|
if ( isServerObject() )
|
|
return;
|
|
|
|
bool willPlay = mPlayAmbient && mAmbientSeq != -1;
|
|
|
|
if ( willPlay )
|
|
{
|
|
// Create thread if we dont already have.
|
|
if ( mAmbientThread == NULL )
|
|
mAmbientThread = mShapeInst->addThread();
|
|
|
|
// Play the sequence.
|
|
mShapeInst->setSequence( mAmbientThread, mAmbientSeq, 0);
|
|
|
|
setProcessTick(true);
|
|
}
|
|
else
|
|
{
|
|
if ( mAmbientThread != NULL )
|
|
{
|
|
mShapeInst->destroyThread( mAmbientThread );
|
|
mAmbientThread = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysicsShape::_onPhysicsReset( PhysicsResetEvent reset )
|
|
{
|
|
if ( reset == PhysicsResetEvent_Store )
|
|
mResetPos = getTransform();
|
|
|
|
else if ( reset == PhysicsResetEvent_Restore )
|
|
{
|
|
setTransform( mResetPos );
|
|
|
|
// Restore to un-destroyed state.
|
|
restore();
|
|
|
|
// Cheat and reset the client from here.
|
|
if ( getClientObject() )
|
|
{
|
|
PhysicsShape *clientObj = (PhysicsShape*)getClientObject();
|
|
clientObj->setTransform( mResetPos );
|
|
clientObj->restore();
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysicsShape::setTransform( const MatrixF &newMat )
|
|
{
|
|
Parent::setTransform( newMat );
|
|
|
|
// This is only called to set an absolute position
|
|
// so we discard the delta state.
|
|
mState.position = getPosition();
|
|
mState.orientation.set( newMat );
|
|
mRenderState[0] = mRenderState[1] = mState;
|
|
setMaskBits( StateMask );
|
|
|
|
if ( mPhysicsRep )
|
|
mPhysicsRep->setTransform( newMat );
|
|
}
|
|
|
|
void PhysicsShape::setScale( const VectorF &scale )
|
|
{
|
|
// Cannot scale PhysicsShape.
|
|
return;
|
|
}
|
|
|
|
void PhysicsShape::storeRestorePos()
|
|
{
|
|
mResetPos = getTransform();
|
|
}
|
|
|
|
F32 PhysicsShape::getMass() const
|
|
{
|
|
const PhysicsShapeData *db = const_cast<PhysicsShape*>( this )->getDataBlock();
|
|
return db->mass;
|
|
}
|
|
|
|
void PhysicsShape::applyImpulse( const Point3F &pos, const VectorF &vec )
|
|
{
|
|
if ( mPhysicsRep && mPhysicsRep->isDynamic() )
|
|
mPhysicsRep->applyImpulse( pos, vec );
|
|
}
|
|
|
|
void PhysicsShape::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 = 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.
|
|
//
|
|
|
|
// Cheat for single player.
|
|
//if ( getClientObject() )
|
|
//((PhysicsShape*)getClientObject())->mPhysicsRep->applyImpulse( origin, force );
|
|
}
|
|
|
|
void PhysicsShape::interpolateTick( F32 delta )
|
|
{
|
|
AssertFatal( !mDestroyed, "PhysicsShape::interpolateTick - Shouldn't be processing a destroyed shape!" );
|
|
|
|
if ( !mPhysicsRep->isDynamic() )
|
|
return;
|
|
|
|
// Interpolate the position and rotation based on the delta.
|
|
PhysicsState state;
|
|
state.interpolate( mRenderState[1], mRenderState[0], delta );
|
|
|
|
// Set the transform to the interpolated transform.
|
|
setRenderTransform( state.getTransform() );
|
|
}
|
|
|
|
void PhysicsShape::processTick( const Move *move )
|
|
{
|
|
AssertFatal( mPhysicsRep && !mDestroyed, "PhysicsShape::processTick - Shouldn't be processing a destroyed shape!" );
|
|
|
|
// 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.
|
|
|
|
if ( !mPhysicsRep->isDynamic() )
|
|
return;
|
|
|
|
// SINGLE PLAYER HACK!!!!
|
|
if ( PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject() )
|
|
{
|
|
PhysicsShape *servObj = (PhysicsShape*)getServerObject();
|
|
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.
|
|
if ( mPhysicsRep )
|
|
{
|
|
mPhysicsRep->getState( &mState );
|
|
_updateContainerForces();
|
|
}
|
|
else
|
|
{
|
|
// This is where we could extrapolate.
|
|
}
|
|
|
|
// 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 );
|
|
}
|
|
|
|
// 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.
|
|
Parent::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 );
|
|
}
|
|
}
|
|
|
|
void PhysicsShape::advanceTime( F32 timeDelta )
|
|
{
|
|
if ( isClientObject() && mPlayAmbient && mAmbientThread != NULL )
|
|
mShapeInst->advanceTime( timeDelta, mAmbientThread );
|
|
}
|
|
|
|
void PhysicsShape::_updateContainerForces()
|
|
{
|
|
PROFILE_SCOPE( PhysicsShape_updateContainerForces );
|
|
|
|
// If we're not simulating don't update forces.
|
|
if ( !mWorld->isEnabled() )
|
|
return;
|
|
|
|
ContainerQueryInfo info;
|
|
info.box = getWorldBox();
|
|
info.mass = getDataBlock()->mass;
|
|
|
|
// Find and retreive physics info from intersecting WaterObject(s)
|
|
getContainer()->findObjects( getWorldBox(), WaterObjectType|PhysicalZoneObjectType, findRouter, &info );
|
|
|
|
// Calculate buoyancy and drag
|
|
F32 angDrag = getDataBlock()->angularDamping;
|
|
F32 linDrag = getDataBlock()->linearDamping;
|
|
F32 buoyancy = 0.0f;
|
|
Point3F cmass = mPhysicsRep->getCMassPosition();
|
|
|
|
F32 density = getDataBlock()->buoyancyDensity;
|
|
if ( density > 0.0f )
|
|
{
|
|
if ( info.waterCoverage > 0.0f )
|
|
{
|
|
F32 waterDragScale = info.waterViscosity * getDataBlock()->waterDampingScale;
|
|
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 * -mWorld->getGravity() * TickSec * getDataBlock()->mass;
|
|
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 );
|
|
}
|
|
|
|
void PhysicsShape::prepRenderImage( SceneRenderState *state )
|
|
{
|
|
AssertFatal( !mDestroyed, "PhysicsShape::prepRenderImage - Shouldn't be processing a destroyed shape!" );
|
|
|
|
PROFILE_SCOPE( PhysicsShape_prepRenderImage );
|
|
|
|
if( !mShapeInst )
|
|
return;
|
|
|
|
Point3F cameraOffset;
|
|
getRenderTransform().getColumn(3,&cameraOffset);
|
|
cameraOffset -= state->getDiffuseCameraPosition();
|
|
F32 dist = cameraOffset.len();
|
|
if (dist < 0.01f)
|
|
dist = 0.01f;
|
|
|
|
F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
|
|
if ( mShapeInst->setDetailFromDistance( state, dist * invScale ) < 0 )
|
|
return;
|
|
|
|
GFXTransformSaver saver;
|
|
|
|
// Set up our TS render state.
|
|
TSRenderState rdata;
|
|
rdata.setSceneState( state );
|
|
rdata.setFadeOverride( 1.0f );
|
|
|
|
// We might have some forward lit materials
|
|
// so pass down a query to gather lights.
|
|
LightQuery query;
|
|
query.init( getWorldSphere() );
|
|
rdata.setLightQuery( &query );
|
|
|
|
MatrixF mat = getRenderTransform();
|
|
mat.scale( mObjScale );
|
|
GFX->setWorldMatrix( mat );
|
|
|
|
mShapeInst->animate();
|
|
mShapeInst->render( rdata );
|
|
}
|
|
|
|
void PhysicsShape::destroy()
|
|
{
|
|
if ( mDestroyed )
|
|
return;
|
|
|
|
mDestroyed = true;
|
|
setMaskBits( DamageMask );
|
|
|
|
const Point3F lastLinVel = mPhysicsRep->isDynamic() ? mPhysicsRep->getLinVelocity() : Point3F::Zero;
|
|
|
|
// Disable all simulation of the body... no collision or dynamics.
|
|
mPhysicsRep->setSimulationEnabled( false );
|
|
|
|
// On the client side we remove it from the scene graph
|
|
// to disable rendering and volume queries.
|
|
if ( isClientObject() )
|
|
removeFromScene();
|
|
|
|
// Stop doing tick processing for this SceneObject.
|
|
setProcessTick( false );
|
|
|
|
PhysicsShapeData *db = getDataBlock();
|
|
if ( !db )
|
|
return;
|
|
|
|
const MatrixF &mat = getTransform();
|
|
if ( isServerObject() )
|
|
{
|
|
// We only create the destroyed object on the server
|
|
// and let ghosting deal with updating the client.
|
|
|
|
if ( db->destroyedShape )
|
|
{
|
|
mDestroyedShape = new PhysicsShape();
|
|
mDestroyedShape->setDataBlock( db->destroyedShape );
|
|
mDestroyedShape->setTransform( mat );
|
|
if ( !mDestroyedShape->registerObject() )
|
|
delete mDestroyedShape.getObject();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Let the physics debris create itself.
|
|
PhysicsDebris::create( db->debris, mat, lastLinVel );
|
|
|
|
if ( db->explosion )
|
|
{
|
|
Explosion *splod = new Explosion();
|
|
splod->setDataBlock( db->explosion );
|
|
splod->setTransform( mat );
|
|
splod->setInitialState( getPosition(), mat.getUpVector(), 1.0f );
|
|
if ( !splod->registerObject() )
|
|
delete splod;
|
|
}
|
|
}
|
|
|
|
void PhysicsShape::restore()
|
|
{
|
|
if ( !mDestroyed )
|
|
return;
|
|
|
|
PhysicsShapeData *db = getDataBlock();
|
|
const bool isDynamic = db && db->mass > 0.0f;
|
|
|
|
if ( mDestroyedShape )
|
|
mDestroyedShape->deleteObject();
|
|
|
|
// Restore tick processing, add it back to
|
|
// the scene, and enable collision and simulation.
|
|
setProcessTick( isDynamic || mPlayAmbient );
|
|
if ( isClientObject() )
|
|
addToScene();
|
|
mPhysicsRep->setSimulationEnabled( true );
|
|
|
|
mDestroyed = false;
|
|
setMaskBits( DamageMask );
|
|
}
|
|
|
|
DefineEngineMethod( PhysicsShape, isDestroyed, bool, (),,
|
|
"@brief Returns if a PhysicsShape has been destroyed or not.\n\n" )
|
|
{
|
|
return object->isDestroyed();
|
|
}
|
|
|
|
DefineEngineMethod( PhysicsShape, destroy, void, (),,
|
|
"@brief Disables rendering and physical simulation.\n\n"
|
|
"Calling destroy() will also spawn any explosions, debris, and/or destroyedShape "
|
|
"defined for it, as well as remove it from the scene graph.\n\n"
|
|
"Destroyed objects are only created on the server. Ghosting will later update the client.\n\n"
|
|
"@note This does not actually delete the PhysicsShape." )
|
|
{
|
|
object->destroy();
|
|
}
|
|
|
|
DefineEngineMethod( PhysicsShape, restore, void, (),,
|
|
"@brief Restores the shape to its state before being destroyed.\n\n"
|
|
"Re-enables rendering and physical simulation on the object and "
|
|
"adds it to the client's scene graph. "
|
|
"Has no effect if the shape is not destroyed.\n\n")
|
|
{
|
|
object->restore();
|
|
} |