Torque3D/Engine/source/T3D/physics/physx/pxMultiActor.cpp
Robert Pierce 44b5b85b2c Update pxMultiActor.cpp
Fixed PhysX compile issue on VS2010 ("'FS' : is not a class or namespace name")

In reference to http://www.garagegames.com/community/forums/viewthread/135499
2013-11-01 11:36:26 -04:00

2652 lines
77 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/pxMultiActor.h"
#include "console/consoleTypes.h"
#include "core/stream/fileStream.h"
#include "core/stream/bitStream.h"
#include "core/resourceManager.h"
#include "core/strings/stringUnit.h"
#include "sim/netConnection.h"
#include "math/mathIO.h"
#include "math/mathUtils.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/primBuilder.h"
#include "collision/collision.h"
#include "collision/abstractPolyList.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsPartInstance.h"
#include "lighting/lightManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "scene/sceneObjectLightingPlugin.h"
#include "T3D/objectTypes.h"
#include "T3D/containerQuery.h"
#include "T3D/fx/particleEmitter.h"
#include "T3D/debris.h"
#include "renderInstance/renderPassManager.h"
#include "gui/worldEditor/editor.h" // For gEditingMission
#include "T3D/physics/physX/px.h"
#include "T3D/physics/physX/pxWorld.h"
#include "T3D/physics/physX/pxMaterial.h"
#include "T3D/physics/physX/pxCasts.h"
#include "T3D/physics/physx/pxUtils.h"
#include "sfx/sfxSystem.h"
#include <NXU_helper.h>
#include <nxu_schema.h>
#include <NXU_customcopy.h>
class PxMultiActor_Notify : public NXU_userNotify
{
protected:
Vector<NxActor*> mActors;
Vector<NxShape*> mShapes;
Vector<NxJoint*> mJoints;
const NxMat34 mTransform;
const Point3F mScale;
F32 mMassScale;
NxCompartment *mCompartment;
PxMaterial *mMaterial;
Vector<String> *mActorUserProperties;
Vector<String> *mJointUserProperties;
public:
void NXU_notifyJoint( NxJoint *joint, const char *userProperties )
{
if ( mJointUserProperties )
mJointUserProperties->push_back( userProperties );
mJoints.push_back( joint );
}
bool NXU_preNotifyJoint( NxJointDesc &joint, const char *userProperties )
{
joint.localAnchor[0].x *= mScale.x;
joint.localAnchor[0].y *= mScale.y;
joint.localAnchor[0].z *= mScale.z;
joint.localAnchor[1].x *= mScale.x;
joint.localAnchor[1].y *= mScale.y;
joint.localAnchor[1].z *= mScale.z;
// The PhysX exporter from 3dsMax doesn't allow creation
// of fixed joints. It also doesn't seem to export the
// joint names! So look for joints which all all the
// motion axes are locked... make those fixed joints.
if ( joint.getType() == NX_JOINT_D6 )
{
NxD6JointDesc *d6Joint = static_cast<NxD6JointDesc*>( &joint );
if ( d6Joint->xMotion == NX_D6JOINT_MOTION_LOCKED &&
d6Joint->yMotion == NX_D6JOINT_MOTION_LOCKED &&
d6Joint->zMotion == NX_D6JOINT_MOTION_LOCKED &&
d6Joint->swing1Motion == NX_D6JOINT_MOTION_LOCKED &&
d6Joint->swing2Motion == NX_D6JOINT_MOTION_LOCKED &&
d6Joint->twistMotion == NX_D6JOINT_MOTION_LOCKED )
{
// Ok... build a new fixed joint.
NxFixedJointDesc fixed;
fixed.actor[0] = joint.actor[0];
fixed.actor[1] = joint.actor[1];
fixed.localNormal[0] = joint.localNormal[0];
fixed.localNormal[1] = joint.localNormal[1];
fixed.localAxis[0] = joint.localAxis[0];
fixed.localAxis[1] = joint.localAxis[1];
fixed.localAnchor[0] = joint.localAnchor[0];
fixed.localAnchor[1] = joint.localAnchor[1];
fixed.maxForce = joint.maxForce;
fixed.maxTorque = joint.maxTorque;
fixed.name = joint.name;
fixed.userData = joint.userData;
fixed.jointFlags = joint.jointFlags;
// What scene are we adding this to?
NxActor *actor = fixed.actor[0] ? fixed.actor[0] : fixed.actor[1];
NxScene &scene = actor->getScene();
NxJoint* theJoint = scene.createJoint( fixed );
mJoints.push_back( theJoint );
if ( mJointUserProperties )
mJointUserProperties->push_back( userProperties );
// Don't generate this joint.
return false;
}
}
return true;
}
void NXU_notifyActor( NxActor *actor, const char *userProperties )
{
mActors.push_back( actor );
// Save the shapes.
for ( U32 i=0; i < actor->getNbShapes(); i++ )
mShapes.push_back( actor->getShapes()[i] );
mActorUserProperties->push_back( userProperties );
};
bool NXU_preNotifyMaterial( NxMaterialDesc &t, const char *userProperties )
{
// Don't generate materials if we have one defined!
return !mMaterial;
}
bool NXU_preNotifyActor( NxActorDesc &actor, const char *userProperties )
{
// Set the right compartment.
actor.compartment = mCompartment;
if ( actor.shapes.size() == 0 )
Con::warnf( "PxMultiActor_Notify::NXU_preNotifyActor, got an actor (%s) with no shapes, was this intentional?", actor.name );
// For every shape, cast to its particular type
// and apply the scale to size, mass and localPosition.
for( S32 i = 0; i < actor.shapes.size(); i++ )
{
// If we have material then set it.
if ( mMaterial )
actor.shapes[i]->materialIndex = mMaterial->getMaterialId();
switch( actor.shapes[i]->getType() )
{
case NX_SHAPE_BOX:
{
NxBoxShapeDesc *boxDesc = (NxBoxShapeDesc*)actor.shapes[i];
boxDesc->mass *= mMassScale;
boxDesc->dimensions.x *= mScale.x;
boxDesc->dimensions.y *= mScale.y;
boxDesc->dimensions.z *= mScale.z;
boxDesc->localPose.t.x *= mScale.x;
boxDesc->localPose.t.y *= mScale.y;
boxDesc->localPose.t.z *= mScale.z;
break;
}
case NX_SHAPE_SPHERE:
{
NxSphereShapeDesc *sphereDesc = (NxSphereShapeDesc*)actor.shapes[i];
sphereDesc->mass *= mMassScale;
// TODO: Spheres do not work with non-uniform
// scales very well... how do we fix this?
sphereDesc->radius *= mScale.x;
sphereDesc->localPose.t.x *= mScale.x;
sphereDesc->localPose.t.y *= mScale.y;
sphereDesc->localPose.t.z *= mScale.z;
break;
}
case NX_SHAPE_CAPSULE:
{
NxCapsuleShapeDesc *capsuleDesc = (NxCapsuleShapeDesc*)actor.shapes[i];
capsuleDesc->mass *= mMassScale;
// TODO: Capsules do not work with non-uniform
// scales very well... how do we fix this?
capsuleDesc->radius *= mScale.x;
capsuleDesc->height *= mScale.y;
capsuleDesc->localPose.t.x *= mScale.x;
capsuleDesc->localPose.t.y *= mScale.y;
capsuleDesc->localPose.t.z *= mScale.z;
break;
}
default:
{
static String lookup[] =
{
"PLANE",
"SPHERE",
"BOX",
"CAPSULE",
"WHEEL",
"CONVEX",
"MESH",
"HEIGHTFIELD"
};
Con::warnf( "PxMultiActor_Notify::NXU_preNotifyActor, unsupported shape type (%s), on Actor (%s)", lookup[actor.shapes[i]->getType()].c_str(), actor.name );
delete actor.shapes[i];
actor.shapes.erase( actor.shapes.begin() + i );
--i;
break;
}
}
}
NxBodyDesc *body = const_cast<NxBodyDesc*>( actor.body );
if ( body )
{
// Must scale all of these parameters, else there will be odd results!
body->mass *= mMassScale;
body->massLocalPose.t.multiply( mMassScale, body->massLocalPose.t );
body->massSpaceInertia.multiply( mMassScale, body->massSpaceInertia );
// Ragdoll damping!
//body->sleepDamping = 1.7f;
//body->linearDamping = 0.4f;
//body->angularDamping = 0.08f;
//body->wakeUpCounter = 0.3f;
}
return true;
};
public:
PxMultiActor_Notify( NxCompartment *compartment,
PxMaterial *material,
const NxMat34& mat,
const Point3F& scale,
Vector<String> *actorProps = NULL,
Vector<String> *jointProps = NULL )
: mCompartment( compartment ),
mMaterial( material ),
mScale( scale ),
mTransform( mat ),
mActorUserProperties( actorProps ),
mJointUserProperties( jointProps )
{
const F32 unit = VectorF( 1.0f, 1.0f, 1.0f ).len();
mMassScale = mScale.len() / unit;
}
virtual ~PxMultiActor_Notify()
{
}
const Vector<NxActor*>& getActors() { return mActors; }
const Vector<NxShape*>& getShapes() { return mShapes; }
const Vector<NxJoint*>& getJoints() { return mJoints; }
};
ConsoleDocClass( PxMultiActorData,
"@brief Defines the properties of a type of PxMultiActor.\n\n"
"Usually it is prefered to use PhysicsShape rather than PxMultiActor because "
"a PhysicsShape is not PhysX specific and can be much easier to setup.\n\n"
"For more information, refer to Nvidia's PhysX docs.\n\n"
"@ingroup Physics"
);
IMPLEMENT_CO_DATABLOCK_V1(PxMultiActorData);
PxMultiActorData::PxMultiActorData()
: material( NULL ),
collection( NULL ),
waterDragScale( 1.0f ),
buoyancyDensity( 1.0f ),
angularDrag( 0.0f ),
linearDrag( 0.0f ),
clientOnly( false ),
singlePlayerOnly( false ),
shapeName( StringTable->insert( "" ) ),
physXStream( StringTable->insert( "" ) ),
breakForce( 0.0f )
{
for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
correctionNodeNames[i] = StringTable->insert( "" );
for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
correctionNodes[i] = -1;
for ( S32 i = 0; i < NumMountPoints; i++ )
{
mountNodeNames[i] = StringTable->insert( "" );
mountPointNode[i] = -1;
}
}
PxMultiActorData::~PxMultiActorData()
{
if ( collection )
NXU::releaseCollection( collection );
}
void PxMultiActorData::initPersistFields()
{
Parent::initPersistFields();
addGroup("Media");
addField( "shapeName", TypeFilename, Offset( shapeName, PxMultiActorData ),
"@brief Path to the .DAE or .DTS file to render.\n\n");
endGroup("Media");
// PhysX collision properties.
addGroup( "Physics" );
addField( "physXStream", TypeFilename, Offset( physXStream, PxMultiActorData ),
"@brief .XML file containing data such as actors, shapes, and joints.\n\n"
"These files can be created using a free PhysX plugin for 3DS Max.\n\n");
addField( "material", TYPEID< PxMaterial >(), Offset( material, PxMultiActorData ),
"@brief An optional PxMaterial to be used for the PxMultiActor.\n\n"
"Defines properties such as friction and restitution. "
"Unrelated to the material used for rendering. The physXStream will contain "
"defined materials that can be customized in 3DS Max. "
"To override the material for all physics shapes in the physXStream, specify a material here.\n\n");
addField( "noCorrection", TypeBool, Offset( noCorrection, PxMultiActorData ),
"@hide" );
UTF8 buff[256];
for ( S32 i=0; i < MaxCorrectionNodes; i++ )
{
//dSprintf( buff, sizeof(buff), "correctionNode%d", i );
addField( buff, TypeString, Offset( correctionNodeNames[i], PxMultiActorData ), "@hide" );
}
for ( S32 i=0; i < NumMountPoints; i++ )
{
//dSprintf( buff, sizeof(buff), "mountNode%d", i );
addField( buff, TypeString, Offset( mountNodeNames[i], PxMultiActorData ), "@hide" );
}
addField( "angularDrag", TypeF32, Offset( angularDrag, PxMultiActorData ),
"@brief Value used to help calculate rotational drag force while submerged in water.\n\n");
addField( "linearDrag", TypeF32, Offset( linearDrag, PxMultiActorData ),
"@brief Value used to help calculate linear drag force while submerged in water.\n\n");
addField( "waterDragScale", TypeF32, Offset( waterDragScale, PxMultiActorData ),
"@brief Scale to apply to linear and angular dampening while submerged in water.\n\n ");
addField( "buoyancyDensity", TypeF32, Offset( buoyancyDensity, PxMultiActorData ),
"@brief The density used to calculate buoyant forces.\n\n"
"The result of the calculated buoyancy is relative to the density of the WaterObject the PxMultiActor is within.\n\n"
"@note This value is necessary because Torque 3D does its own buoyancy simulation. It is not handled by PhysX."
"@see WaterObject::density");
endGroup( "Physics" );
addField( "clientOnly", TypeBool, Offset( clientOnly, PxMultiActorData ),
"@hide");
addField( "singlePlayerOnly", TypeBool, Offset( singlePlayerOnly, PxMultiActorData ),
"@hide");
addField( "breakForce", TypeF32, Offset( breakForce, PxMultiActorData ),
"@brief Force required to break an actor.\n\n"
"This value does not apply to joints. "
"If an actor is associated with a joint it will break whenever the joint does. "
"This allows an actor \"not\" associated with a joint to also be breakable.\n\n");
}
void PxMultiActorData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->writeString( shapeName );
stream->writeString( physXStream );
if( stream->writeFlag( material ) )
stream->writeRangedU32( packed ? SimObjectId( material ) : material->getId(),
DataBlockObjectIdFirst, DataBlockObjectIdLast );
if ( !stream->writeFlag( noCorrection ) )
{
// Write the correction node indices for the client.
for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
stream->write( correctionNodes[i] );
}
for ( S32 i = 0; i < NumMountPoints; i++ )
stream->write( mountPointNode[i] );
stream->write( waterDragScale );
stream->write( buoyancyDensity );
stream->write( angularDrag );
stream->write( linearDrag );
stream->writeFlag( clientOnly );
stream->writeFlag( singlePlayerOnly );
stream->write( breakForce );
}
void PxMultiActorData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
shapeName = stream->readSTString();
physXStream = stream->readSTString();
if( stream->readFlag() )
material = (PxMaterial*)stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
noCorrection = stream->readFlag();
if ( !noCorrection )
{
for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
stream->read( &correctionNodes[i] );
}
for ( S32 i = 0; i < NumMountPoints; i++ )
stream->read( &mountPointNode[i] );
stream->read( &waterDragScale );
stream->read( &buoyancyDensity );
stream->read( &angularDrag );
stream->read( &linearDrag );
clientOnly = stream->readFlag();
singlePlayerOnly = stream->readFlag();
stream->read( &breakForce );
}
bool PxMultiActorData::preload( bool server, String &errorBuffer )
{
if ( !Parent::preload( server, errorBuffer ) )
return false;
// If the stream is null, exit.
if ( !physXStream || !physXStream[0] )
{
errorBuffer = "PxMultiActorData::preload: physXStream is unset!";
return false;
}
// Set up our buffer for the binary stream filename path.
UTF8 binPhysXStream[260] = { 0 };
const UTF8* ext = dStrrchr( physXStream, '.' );
// Copy the xml stream path except for the extension.
if ( ext )
dStrncpy( binPhysXStream, physXStream, getMin( 260, ext - physXStream ) );
else
dStrncpy( binPhysXStream, physXStream, 260 );
// Concatenate the binary extension.
dStrcat( binPhysXStream, ".nxb" );
// Get the modified times of the two files.
FileTime xmlTime = {0}, binTime = {0};
Platform::getFileTimes( physXStream, NULL, &xmlTime );
Platform::getFileTimes( binPhysXStream, NULL, &binTime );
// If the binary is newer... load that.
if ( Platform::compareFileTimes( binTime, xmlTime ) >= 0 )
_loadCollection( binPhysXStream, true );
// If the binary failed... then load the xml.
if ( !collection )
{
_loadCollection( physXStream, false );
// If loaded... resave the xml in binary format
// for quicker subsequent loads.
if ( collection )
NXU::saveCollection( collection, binPhysXStream, NXU::FT_BINARY );
}
// If it still isn't loaded then we've failed!
if ( !collection )
{
errorBuffer = String::ToString( "PxMultiActorDatas::preload: could not load '%s'!", physXStream );
return false;
}
if (!shapeName || shapeName == '\0')
{
errorBuffer = "PxMultiActorDatas::preload: no shape name!";
return false;
}
shape = ResourceManager::get().load( shapeName );
if (bool(shape) == false)
{
errorBuffer = String::ToString( "PxMultiActorData::preload: unable to load shape: %s", shapeName );
return false;
}
// Find the client side material.
if ( !server && material )
Sim::findObject( SimObjectId(material), material );
// Get the ignore node indexes from the names.
for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
{
if( !correctionNodeNames[i] || !correctionNodeNames[i][0] )
continue;
correctionNodes[i] = shape->findNode( correctionNodeNames[i] );
}
// Resolve mount point node indexes
for ( S32 i = 0; i < NumMountPoints; i++)
{
char fullName[256];
if ( !mountNodeNames[i] || !mountNodeNames[i][0] )
{
dSprintf(fullName,sizeof(fullName),"mount%d",i);
mountPointNode[i] = shape->findNode(fullName);
}
else
mountPointNode[i] = shape->findNode(mountNodeNames[i]);
}
// Register for file change notification to reload the collection
if ( server )
Torque::FS::AddChangeNotification( physXStream, this, &PxMultiActorData::_onFileChanged );
return true;
}
void PxMultiActorData::_onFileChanged( const Torque::Path &path )
{
reload();
}
void PxMultiActorData::reload()
{
bool result = _loadCollection( physXStream, false );
if ( !result )
Con::errorf( "PxMultiActorData::reload(), _loadCollection failed..." );
// Inform MultiActors who use this datablock to reload.
mReloadSignal.trigger();
}
bool PxMultiActorData::_loadCollection( const UTF8 *path, bool isBinary )
{
if ( collection )
{
NXU::releaseCollection( collection );
collection = NULL;
}
FileStream fs;
if ( !fs.open( path, Torque::FS::File::Read ) )
return false;
// Load the data into memory.
U32 size = fs.getStreamSize();
FrameTemp<U8> buff( size );
fs.read( size, buff );
// If the stream didn't read anything, there's a problem.
if ( size <= 0 )
return false;
// Ok... try to load it.
collection = NXU::loadCollection( path,
isBinary ? NXU::FT_BINARY : NXU::FT_XML,
buff,
size );
return collection != NULL;
}
bool PxMultiActorData::createActors( NxScene *scene,
NxCompartment *compartment,
const NxMat34 *nxMat,
const Point3F& scale,
Vector<NxActor*> *outActors,
Vector<NxShape*> *outShapes,
Vector<NxJoint*> *outJoints,
Vector<String> *outActorUserProperties,
Vector<String> *outJointUserProperties )
{
if ( !scene )
{
Con::errorf( "PxMultiActorData::createActor() - returned null NxScene" );
return NULL;
}
PxMultiActor_Notify pxNotify( compartment, material, *nxMat, scale, outActorUserProperties, outJointUserProperties );
NXU::instantiateCollection( collection, *gPhysicsSDK, scene, nxMat, &pxNotify );
*outActors = pxNotify.getActors();
*outJoints = pxNotify.getJoints();
if ( outShapes )
*outShapes = pxNotify.getShapes();
if ( outActors->empty() )
{
Con::errorf( "PxMultiActorData::createActors() - NXUStream notifier returned empty actors or joints!" );
return false;
}
return true;
}
ConsoleDocClass( PxMultiActor,
"@brief Represents a destructible physical object simulated using PhysX.\n\n"
"Usually it is prefered to use PhysicsShape and not PxMultiActor because "
"it is not PhysX specific and much easier to setup.\n"
"@see PxMultiActorData.\n"
"@ingroup Physics"
);
IMPLEMENT_CO_NETOBJECT_V1(PxMultiActor);
PxMultiActor::PxMultiActor()
: mShapeInstance( NULL ),
mRootActor( NULL ),
mWorld( NULL ),
mStartImpulse( 0, 0, 0 ),
mResetXfm( true ),
mActorScale( 0, 0, 0 ),
mDebugRender( false ),
mIsDummy( false ),
mBroken( false ),
mDataBlock( NULL )
{
mNetFlags.set( Ghostable | ScopeAlways );
mTypeMask |= StaticObjectType | StaticShapeObjectType;
//mUserData.setObject( this );
}
void PxMultiActor::initPersistFields()
{
Parent::initPersistFields();
/*
// We're overloading these fields from SceneObject
// in order to force it to go thru setTransform!
removeField( "position" );
removeField( "rotation" );
removeField( "scale" );
addGroup( "Transform" );
addProtectedField( "position", TypeMatrixPosition, 0,
&PxMultiActor::_setPositionField,
&PxMultiActor::_getPositionField,
"" );
addProtectedField( "rotation", TypeMatrixRotation, 0,
&PxMultiActor::_setRotationField,
&PxMultiActor::_getRotationField,
"" );
addField( "scale", TypePoint3F, Offset( mObjScale, PxMultiActor ) );
endGroup( "Transform" );
*/
//addGroup("Physics");
// addField( "AngularDrag", TypeF32, )
//endGroup("Physics");
addGroup( "Debug" );
addField( "debugRender", TypeBool, Offset( mDebugRender, PxMultiActor ), "@hide");
addField( "broken", TypeBool, Offset( mBroken, PxMultiActor ), "@hide");
endGroup( "Debug" );
//addGroup("Collision");
//endGroup("Collision");
}
bool PxMultiActor::onAdd()
{
PROFILE_SCOPE( PxMultiActor_OnAdd );
if (!Parent::onAdd() || !mDataBlock )
return false;
mIsDummy = isClientObject() && PHYSICSMGR->isSinglePlayer(); //&& mDataBlock->singlePlayerOnly;
mShapeInstance = new TSShapeInstance( mDataBlock->shape, isClientObject() );
mObjBox = mDataBlock->shape->bounds;
resetWorldBox();
addToScene();
String worldName = isServerObject() ? "server" : "client";
// SinglePlayer objects only have server-side physics representations.
if ( mIsDummy )
worldName = "server";
mWorld = dynamic_cast<PxWorld*>( PHYSICSMGR->getWorld( worldName ) );
if ( !mWorld || !mWorld->getScene() )
{
Con::errorf( "PxMultiActor::onAdd() - PhysXWorld not initialized!" );
return false;
}
applyWarp( getTransform(), true, false );
mResetXfm = getTransform();
if ( !_createActors( getTransform() ) )
{
Con::errorf( "PxMultiActor::onAdd(), _createActors failed" );
return false;
}
if ( !mIsDummy )
mDataBlock->mReloadSignal.notify( this, &PxMultiActor::onFileNotify );
// If the editor is on... let it know!
//if ( gEditingMission )
//onEditorEnable(); // TODO: Fix this up.
PhysicsPlugin::getPhysicsResetSignal().notify( this, &PxMultiActor::onPhysicsReset, 1050.0f );
setAllBroken( false );
if ( isServerObject() )
scriptOnAdd();
return true;
}
void PxMultiActor::onRemove()
{
removeFromScene();
_destroyActors();
mWorld = NULL;
SAFE_DELETE( mShapeInstance );
PhysicsPlugin::getPhysicsResetSignal().remove( this, &PxMultiActor::onPhysicsReset );
if ( !mIsDummy && mDataBlock )
mDataBlock->mReloadSignal.remove( this, &PxMultiActor::onFileNotify );
Parent::onRemove();
}
void PxMultiActor::_destroyActors()
{
// Dummies don't have physics objects.
if ( mIsDummy || !mWorld )
return;
mWorld->releaseWriteLock();
// Clear the root actor.
mRootActor = NULL;
// Clear the relative transforms.
//mRelXfms.clear();
// The shapes are owned by the actors, so
// we just need to clear them.
mShapes.clear();
// Release the joints first.
for( S32 i = 0; i < mJoints.size(); i++ )
{
NxJoint *joint = mJoints[i];
if ( !joint )
continue;
// We allocate per joint userData and we must free it.
PxUserData *jointData = PxUserData::getData( *joint );
if ( jointData )
delete jointData;
mWorld->releaseJoint( *joint );
}
mJoints.clear();
// Now release the actors.
for( S32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
PxUserData *actorData = PxUserData::getData( *actor );
if ( actorData )
delete actorData;
if ( actor )
mWorld->releaseActor( *actor );
}
mActors.clear();
}
bool PxMultiActor::_createActors( const MatrixF &xfm )
{
if ( mIsDummy )
{
// Dummies don't have physics objects, but
// they do handle actor deltas.
PxMultiActor *serverObj = static_cast<PxMultiActor*>( mServerObject.getObject() );
mActorDeltas.setSize( serverObj->mActors.size() );
dMemset( mActorDeltas.address(), 0, mActorDeltas.memSize() );
return true;
}
NxMat34 nxMat;
nxMat.setRowMajor44( xfm );
// Store the scale for comparison in setScale().
mActorScale = getScale();
// Release the write lock so we can create actors.
mWorld->releaseWriteLock();
Vector<String> actorUserProperties;
Vector<String> jointUserProperties;
bool created = mDataBlock->createActors( mWorld->getScene(),
NULL,
&nxMat,
mActorScale,
&mActors,
&mShapes,
&mJoints,
&actorUserProperties,
&jointUserProperties );
// Debug output...
//for ( U32 i = 0; i < mJoints.size(); i++ )
// Con::printf( "Joint0 name: '%s'", mJoints[i]->getName() );
//for ( U32 i = 0; i < actorUserProperties.size(); i++ )
//Con::printf( "actor%i UserProperties: '%s'", i, actorUserProperties[i].c_str() );
//for ( U32 i = 0; i < jointUserProperties.size(); i++ )
// Con::printf( "joint%i UserProperties: '%s'", i, jointUserProperties[i].c_str() );
if ( !created )
{
Con::errorf( "PxMultiActor::_createActors() - failed!" );
return false;
}
// Make the first actor the root actor by default, but
// if we have a kinematic actor then use that.
mRootActor = mActors[0];
for ( S32 i = 0; i < mActors.size(); i++ )
{
if ( mActors[i]->readBodyFlag( NX_BF_KINEMATIC ) )
{
mRootActor = mActors[i];
break;
}
}
mDelta.pos = mDelta.lastPos = getPosition();
mDelta.rot = mDelta.lastRot = getTransform();
bool *usedActors = new bool[mActors.size()];
dMemset( usedActors, 0, sizeof(bool) * mActors.size() );
TSShape *shape = mShapeInstance->getShape();
// Should already be done when actors are destroyed.
mMappedActors.clear();
Vector<String> mappedActorProperties;
// Remap the actors to the shape instance's bone indices.
for( S32 i = 0; i < mShapeInstance->mNodeTransforms.size(); i++ )
{
if ( !shape )
break;
UTF8 comparisonName[260] = { 0 };
NxActor *actor = NULL;
NxActor *pushActor = NULL;
String actorProperties;
S32 nodeNameIdx = shape->nodes[i].nameIndex;
const UTF8 *nodeName = shape->getName( nodeNameIdx );
S32 dl = -1;
dStrcpy( comparisonName, String::GetTrailingNumber( nodeName, dl ) ); //, ext - nodeName );
dSprintf( comparisonName, sizeof( comparisonName ), "%s_pxactor", comparisonName );
//String test( nodeName );
//AssertFatal( test.find("gableone",0,String::NoCase) == String::NPos, "found it" );
// If we find an actor that corresponds to this node we will
// push it back into the remappedActors vector, otherwise
// we will push back NULL.
for ( S32 j = 0; j < mActors.size(); j++ )
{
actor = mActors[j];
const UTF8 *actorName = actor->getName();
if ( dStricmp( comparisonName, actorName ) == 0 )
{
pushActor = actor;
actorProperties = actorUserProperties[j];
usedActors[j] = true;
break;
}
}
mMappedActors.push_back( pushActor );
mappedActorProperties.push_back( actorProperties );
if ( !pushActor )
dl = -1;
mMappedActorDL.push_back( dl );
// Increase the sleep tolerance.
if ( pushActor )
{
//pushActor->raiseBodyFlag( NX_BF_ENERGY_SLEEP_TEST );
//pushActor->setSleepEnergyThreshold( 2 );
//pushActor->userData = NULL;
}
}
// Delete any unused/orphaned actors.
for ( S32 i = 0; i < mActors.size(); i++ )
{
if ( usedActors[i] )
continue;
NxActor *actor = mActors[i];
Con::errorf( "PxMultiActor::_createActors() - Orphan NxActor - '%s'!", actor->getName() );
if ( actor == mRootActor )
{
Con::errorf( "PxMultiActor::_createActors() - root actor (%s) was orphan, cannot continue.", actor->getName() );
return false;
}
// Remove references to shapes of the deleted actor.
for ( S32 i = 0; i < mShapes.size(); i++ )
{
if ( &(mShapes[i]->getActor()) == actor )
{
mShapes.erase_fast(i);
i--;
}
}
mWorld->releaseActor( *actor );
}
// Done with this helper.
delete [] usedActors;
// Repopulate mActors with one entry per real actor we own.
mActors.clear();
mMappedToActorIndex.clear();
actorUserProperties.clear();
for ( S32 i = 0; i < mMappedActors.size(); i++ )
{
S32 index = -1;
if ( mMappedActors[i] )
{
index = mActors.push_back_unique( mMappedActors[i] );
while ( index >= actorUserProperties.size() )
actorUserProperties.push_back( String::EmptyString );
actorUserProperties[index] = mappedActorProperties[i];
}
mMappedToActorIndex.push_back( index );
}
if ( mActors.size() == 0 )
{
Con::errorf( "PxMultiActor::_createActors, got zero actors! Were all actors orphans?" );
return false;
}
// Initialize the actor deltas.
mActorDeltas.setSize( mActors.size() );
dMemset( mActorDeltas.address(), 0, mActorDeltas.memSize() );
// Assign user data for actors.
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
if ( !actor )
continue;
actor->userData = _createActorUserData( actor, actorUserProperties[i] );
}
//NxActor *actor1;
//NxActor *actor2;
//PxUserData *pUserData;
// Allocate user data for joints.
for ( U32 i = 0; i < mJoints.size(); i++ )
{
NxJoint *joint = mJoints[i];
if ( !joint )
continue;
joint->userData = _createJointUserData( joint, jointUserProperties[i] );
/*
// Set actors attached to joints as not-pushable (by the player).
joint->getActors( &actor1, &actor2 );
if ( actor1 )
{
pUserData = PxUserData::getData( *actor1 );
if ( pUserData )
pUserData->mCanPush = false;
}
if ( actor2 )
{
pUserData = PxUserData::getData( *actor2 );
if ( pUserData )
pUserData->mCanPush = false;
}
*/
}
// Set actors and meshes to the unbroken state.
setAllBroken( false );
return true;
}
PxUserData* PxMultiActor::_createActorUserData( NxActor *actor, String &userProperties )
{
PxUserData *actorData = new PxUserData();
actorData->setObject( this );
// We use this for saving relative xfms for 'broken' actors.
NxMat34 actorPose = actor->getGlobalPose();
NxMat34 actorSpaceXfm;
actorPose.getInverse( actorSpaceXfm );
const String actorName( actor->getName() );
static const String showStr( "PxBrokenShow" );
static const String hideStr( "PxBrokenHide" );
// 3DSMax saves out double newlines, replace them with one.
userProperties.replace( "\r\n", "\n" );
U32 propertyCount = StringUnit::getUnitCount( userProperties, "\n" );
for ( U32 i = 0; i < propertyCount; i++ )
{
String propertyStr = StringUnit::getUnit( userProperties, i, "\n" );
U32 wordCount = StringUnit::getUnitCount( propertyStr, "=" );
if ( wordCount == 0 )
{
// We sometimes get empty lines between properties,
// which doesn't break anything.
continue;
}
if ( wordCount != 2 )
{
Con::warnf( "PxMultiActor::_createActorUserData, malformed UserProperty string (%s) for actor (%s)", propertyStr.c_str(), actorName.c_str() );
continue;
}
String propertyName = StringUnit::getUnit( propertyStr, 0, "=" );
String propertyValue = StringUnit::getUnit( propertyStr, 1, "=" );
Vector<NxActor*> *dstVector = NULL;
if ( propertyName.equal( showStr, String::NoCase ) )
dstVector = &actorData->mBrokenActors;
else if ( propertyName.equal( hideStr, String::NoCase ) )
dstVector = &actorData->mUnbrokenActors;
if ( !dstVector )
continue;
U32 valueCount = StringUnit::getUnitCount( propertyValue, "," );
for ( U32 j = 0; j < valueCount; j++ )
{
String val = StringUnit::getUnit( propertyValue, j, "," );
NxActor *pActor = _findActor( val );
if ( !pActor )
Con::warnf( "PxMultiActor::_createActorUserData, actor (%s) was not found when parsing UserProperties for actor (%s)", val.c_str(), actorName.c_str() );
else
{
dstVector->push_back( pActor );
if ( dstVector == &actorData->mBrokenActors )
{
NxMat34 relXfm = pActor->getGlobalPose();
relXfm.multiply( relXfm, actorSpaceXfm );
actorData->mRelXfm.push_back( relXfm );
}
}
}
}
// Only add a contact signal to this actor if
// we have objects we can break.
if ( actorData->mBrokenActors.size() > 0 &&
mDataBlock->breakForce > 0.0f )
{
actor->setContactReportFlags( NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD | NX_NOTIFY_FORCES );
actor->setContactReportThreshold( mDataBlock->breakForce );
actorData->getContactSignal().notify( this, &PxMultiActor::_onContact );
}
return actorData;
}
PxUserData* PxMultiActor::_createJointUserData( NxJoint *joint, String &userProperties )
{
PxUserData *jointData = new PxUserData();
jointData->setObject( this );
// We use this for saving relative xfms for 'broken' actors.
NxActor *actor0;
NxActor *actor1;
joint->getActors( &actor0, &actor1 );
NxMat34 actorPose = actor0->getGlobalPose();
NxMat34 actorSpaceXfm;
actorPose.getInverse( actorSpaceXfm );
// The PxMultiActor will live longer than the joint
// so this notify shouldn't ever need to be removed. Although if someone
// other than this multiactor were to register for this notify and their
// lifetime could be shorter, then 'they' might have to.
jointData->getOnJointBreakSignal().notify( this, &PxMultiActor::_onJointBreak );
// JCFHACK: put this in userProperties too.
Sim::findObject( "JointBreakEmitter", jointData->mParticleEmitterData );
String showStr( "PxBrokenShow" );
String hideStr( "PxBrokenHide" );
// Max saves out double newlines, replace them with one.
userProperties.replace( "\r\n", "\n" );
U32 propertyCount = StringUnit::getUnitCount( userProperties, "\n" );
for ( U32 i = 0; i < propertyCount; i++ )
{
String propertyStr = StringUnit::getUnit( userProperties, i, "\n" );
U32 wordCount = StringUnit::getUnitCount( propertyStr, "=" );
if ( wordCount == 0 )
{
// We sometimes get empty lines between properties,
// which doesn't break anything.
continue;
}
if ( wordCount != 2 )
{
Con::warnf( "PxMultiActor::_createJointUserData, malformed UserProperty string (%s) for joint (%s)", propertyStr.c_str(), joint->getName() );
continue;
}
String propertyName = StringUnit::getUnit( propertyStr, 0, "=" );
String propertyValue = StringUnit::getUnit( propertyStr, 1, "=" );
Vector<NxActor*> *dstVector = NULL;
if ( propertyName.equal( showStr, String::NoCase ) )
dstVector = &jointData->mBrokenActors;
else if ( propertyName.equal( hideStr, String::NoCase ) )
dstVector = &jointData->mUnbrokenActors;
if ( !dstVector )
continue;
U32 valueCount = StringUnit::getUnitCount( propertyValue, "," );
for ( U32 j = 0; j < valueCount; j++ )
{
String val = StringUnit::getUnit( propertyValue, j, "," );
NxActor *pActor = _findActor( val );
if ( !pActor )
Con::warnf( "PxMultiActor::_createJointUserData, actor (%s) was not found when parsing UserProperties for joint (%s)", val.c_str(), joint->getName() );
else
{
dstVector->push_back( pActor );
if ( dstVector == &jointData->mBrokenActors )
{
NxMat34 relXfm = pActor->getGlobalPose();
relXfm.multiply( relXfm, actorSpaceXfm );
jointData->mRelXfm.push_back( relXfm );
}
}
}
}
return jointData;
}
NxActor* PxMultiActor::_findActor( const String &actorName ) const
{
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
if ( !actor )
continue;
if ( dStricmp( actor->getName(), actorName ) == 0 )
return actor;
}
return NULL;
}
String PxMultiActor::_getMeshName( const NxActor *actor ) const
{
String meshName = actor->getName();
meshName.replace( "_pxactor", "" );
//meshName = StringUnit::getUnit( meshName, 0, "_" );
return meshName;
}
bool PxMultiActor::onNewDataBlock( GameBaseData *dptr, bool reload )
{
mDataBlock = dynamic_cast<PxMultiActorData*>(dptr);
if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
return false;
// JCF: if we supported it, we would recalculate the value of mIsDummy now,
// but that would really hose everything since an object that was a dummy
// wouldn't have any actors and would need to create them, etc...
scriptOnNewDataBlock();
return true;
}
void PxMultiActor::inspectPostApply()
{
// Make sure we call the parent... else
// we won't get transform and scale updates!
Parent::inspectPostApply();
//setMaskBits( LightMask );
setMaskBits( UpdateMask );
}
void PxMultiActor::onStaticModified( const char *slotName, const char *newValue )
{
if ( isProperlyAdded() && dStricmp( slotName, "broken" ) == 0 )
setAllBroken( dAtob(newValue) );
}
void PxMultiActor::onDeleteNotify( SimObject *obj )
{
Parent::onDeleteNotify(obj);
if ( obj == mMount.object )
unmount();
}
void PxMultiActor::onFileNotify()
{
// Destroy the existing actors and recreate them...
mWorld->getPhysicsResults();
_destroyActors();
_createActors( mResetXfm );
}
void PxMultiActor::onPhysicsReset( PhysicsResetEvent reset )
{
// Dummies don't create or destroy actors, they just reuse the
// server object's ones.
if ( mIsDummy )
return;
// Store the reset transform for later use.
if ( reset == PhysicsResetEvent_Store )
{
mRootActor->getGlobalPose().getRowMajor44( mResetXfm );
}
else if ( reset == PhysicsResetEvent_Restore )
{
// Destroy the existing actors and recreate them to
// ensure they are in the proper mission startup state.
mWorld->getPhysicsResults();
_destroyActors();
_createActors( mResetXfm );
}
for ( U32 i = 0; i < mActors.size(); i++ )
{
if ( !mActors[i] )
continue;
mActors[i]->wakeUp();
}
}
void PxMultiActor::prepRenderImage( SceneRenderState *state )
{
PROFILE_SCOPE( PxMultiActor_PrepRenderImage );
if ( !mShapeInstance )
return;
Point3F cameraOffset;
getTransform().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));
S32 dl = mShapeInstance->setDetailFromDistance( state, dist * invScale );
if ( dl < 0 )
return;
GFXTransformSaver saver;
// Set up our TS render state here.
TSRenderState rdata;
rdata.setSceneState( state );
// 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( getScale() );
GFX->setWorldMatrix( mat );
if ( mDebugRender || Con::getBoolVariable( "$PxDebug::render", false ) )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &PxMultiActor::_debugRender );
ri->type = RenderPassManager::RIT_Object;
state->getRenderPass()->addInst( ri );
}
else
mShapeInstance->render( rdata );
}
void PxMultiActor::_debugRender( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
if ( mShapeInstance )
{
GFXTransformSaver saver;
MatrixF mat = getRenderTransform();
mat.scale( mObjScale );
GFX->multWorld( mat );
//mShapeInstance->renderDebugNodes();
}
Vector<NxActor*> *actors = &mActors;
if ( mIsDummy )
{
PxMultiActor *serverObj = static_cast<PxMultiActor*>( mServerObject.getObject() );
if ( serverObj )
actors = &serverObj->mActors;
}
if ( !actors )
return;
for ( U32 i = 0; i < actors->size(); i++ )
{
NxActor *pActor = (*actors)[i];
if ( !pActor )
continue;
PxUtils::drawActor( pActor );
}
}
void PxMultiActor::_onJointBreak( NxReal breakForce, NxJoint &brokenJoint )
{
// Dummies do not have physics objects
// and shouldn't receive this callback.
if ( mIsDummy )
return;
NxActor *actor0 = NULL;
NxActor *actor1 = NULL;
brokenJoint.getActors( &actor0, &actor1 );
NxMat34 parentPose = actor0->getGlobalPose();
Point3F jointPos = pxCast<Point3F>( brokenJoint.getGlobalAnchor() );
PxUserData *jointData = PxUserData::getData( brokenJoint );
setBroken( parentPose, NxVec3( 0.0f ), jointData, true );
// NOTE: We do not NULL the joint in the list,
// or release it here, as we allow it to be released
// by the _destroyActors function on a reset or destruction
// of the PxMultiActor.
}
void PxMultiActor::_onContact( PhysicsUserData *us,
PhysicsUserData *them,
const Point3F &hitPoint,
const Point3F &hitForce )
{
PxUserData *data = (PxUserData*)us;
if ( data &&
!data->mIsBroken &&
hitForce.len() > mDataBlock->breakForce )
setAllBroken( true );
}
U32 PxMultiActor::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
stream->writeFlag( mDebugRender );
stream->writeFlag( mask & SleepMask );
if ( stream->writeFlag( mask & WarpMask ) )
{
stream->writeAffineTransform( getTransform() );
}
else if ( stream->writeFlag( mask & MoveMask ) )
{
/*
stream->writeAffineTransform( getTransform() );
NxActor *actor = mActors[ mDataBlock->correctionNodes[0] ];
const NxVec3& linVel = actor->getLinearVelocity();
stream->write( linVel.x );
stream->write( linVel.y );
stream->write( linVel.z );
*/
}
// This internally uses the mask passed to it.
if ( mLightPlugin )
retMask |= mLightPlugin->packUpdate( this, LightMask, con, mask, stream );
return retMask;
}
void PxMultiActor::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
mDebugRender = stream->readFlag();
if ( stream->readFlag() ) // SleepMask
{
for ( S32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
if ( !actor )
continue;
if ( actor )
actor->putToSleep();
}
}
if ( stream->readFlag() ) // WarpMask
{
// If we set a warp mask,
// we need to instantly move
// the actor to the new position
// without applying any corrections.
MatrixF mat;
stream->readAffineTransform( &mat );
applyWarp( mat, true, false );
}
else if ( stream->readFlag() ) // MoveMask
{
/*
MatrixF mat;
stream->readAffineTransform( &mat );
NxVec3 linVel, angVel;
stream->read( &linVel.x );
stream->read( &linVel.y );
stream->read( &linVel.z );
applyCorrection( mat, linVel, angVel );
*/
}
/*
if ( stream->readFlag() ) // ImpulseMask
{
// TODO : Set up correction nodes.
NxVec3 linVel;
stream->read( &linVel.x );
stream->read( &linVel.y );
stream->read( &linVel.z );
NxActor *actor = mActors[ mDataBlock->correctionNodes[0] ];
if ( actor )
{
mWorld->releaseWriteLock();
actor->setLinearVelocity( linVel );
mStartImpulse.zero();
}
else
mStartImpulse.set( linVel.x, linVel.y, linVel.z );
}
*/
if ( mLightPlugin )
mLightPlugin->unpackUpdate( this, con, stream );
}
void PxMultiActor::setScale( const VectorF& scale )
{
if ( scale == getScale() )
return;
// This is so that the level
// designer can change the scale
// of a PhysXSingleActor in the editor
// and have the PhysX representation updated properly.
// First we call the parent's setScale
// so that the ScaleMask can be set.
Parent::setScale( scale );
// Check to see if the scale has really changed.
if ( !isProperlyAdded() || mActorScale.equal( scale ) )
return;
// Recreate the physics actors.
_destroyActors();
_createActors( getTransform() );
}
void PxMultiActor::applyWarp( const MatrixF& newMat, bool interpRender, bool sweep )
{
// Do we have actors to move?
if ( mRootActor )
{
// Get ready to change the physics state.
mWorld->releaseWriteLock();
/// Convert the new transform to nx.
NxMat34 destXfm;
destXfm.setRowMajor44( newMat );
// Get the inverse of the root actor transform
// so we can move all the actors relative to it.
NxMat34 rootInverseXfm;
mRootActor->getGlobalPose().getInverse( rootInverseXfm );
// Offset all the actors.
MatrixF tMat;
NxMat34 newXfm, relXfm;
for ( S32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
if ( !actor )
continue;
const bool isKinematic = actor->readBodyFlag( NX_BF_KINEMATIC );
// Stop any velocity on it.
if ( !isKinematic )
{
actor->setAngularVelocity( NxVec3( 0.0f ) );
actor->setLinearVelocity( NxVec3( 0.0f ) );
}
// Get the transform relative to the current root.
relXfm.multiply( actor->getGlobalPose(), rootInverseXfm );
/*
if ( sweep )
{
actor->getGl obalPose().getRowMajor44( mResetPos[i] );
sweepTest( &newMat );
}
*/
//
newXfm.multiply( relXfm, destXfm );
//if ( isKinematic )
//actor->moveGlobalPose( newXfm );
//else
actor->setGlobalPose( newXfm );
// Reset the delta.
Delta &delta = mActorDeltas[i];
delta.pos = pxCast<Point3F>( newXfm.t );
newXfm.getRowMajor44( tMat );
delta.rot.set( tMat );
if ( !interpRender )
{
mActorDeltas[i].lastPos = mActorDeltas[i].pos;
mActorDeltas[i].lastRot = mActorDeltas[i].rot;
}
}
}
Parent::setTransform( newMat );
mDelta.pos = newMat.getPosition();
mDelta.rot = newMat;
if ( !interpRender )
{
mDelta.lastPos = mDelta.pos;
mDelta.lastRot = mDelta.rot;
}
}
/*
bool PxMultiActor::_setPositionField( void *obj, const char *data )
{
PxMultiActor *object = reinterpret_cast<PxMultiActor*>( obj );
MatrixF transform( object->getTransform() );
Con::setData( TypeMatrixPosition, &transform, 0, 1, &data );
object->setTransform( transform );
return false;
}
const char* PxMultiActor::_getPositionField( void *obj, const char *data )
{
PxMultiActor *object = reinterpret_cast<PxMultiActor*>( obj );
return Con::getData( TypeMatrixPosition,
&object->mObjToWorld,
0 );
}
bool PxMultiActor::_setRotationField( void *obj, const char *data )
{
PxMultiActor *object = reinterpret_cast<PxMultiActor*>( obj );
MatrixF transform( object->getTransform() );
Con::setData( TypeMatrixRotation, &transform, 0, 1, &data );
object->setTransform( transform );
return false;
}
const char* PxMultiActor::_getRotationField( void *obj, const char *data )
{
PxMultiActor *object = reinterpret_cast<PxMultiActor*>( obj );
return Con::getData( TypeMatrixRotation,
&object->mObjToWorld,
0 );
}
*/
void PxMultiActor::setTransform( const MatrixF& mat )
{
applyWarp( mat, false, true );
setMaskBits( WarpMask );
}
void PxMultiActor::mountObject( SceneObject *obj, U32 node )
{
if (obj->getObjectMount())
obj->unmount();
obj->mountObject( this, (node >= 0 && node < PxMultiActorData::NumMountPoints) ? node: 0 );
}
void PxMultiActor::unmountObject( SceneObject *obj )
{
obj->unmountObject( this );
}
bool PxMultiActor::_getNodeTransform( U32 nodeIdx, MatrixF *outXfm )
{
if ( !mShapeInstance )
return false;
PxMultiActor *actorOwner = this;
if ( mIsDummy )
{
actorOwner = static_cast<PxMultiActor*>( mServerObject.getObject() );
if ( !actorOwner )
return false;
}
TSShape *shape = mShapeInstance->getShape();
String nodeName = shape->getNodeName( nodeIdx );
NxActor *pActor = NULL;
UTF8 comparisonName[260] = { 0 };
S32 dummy = -1;
// Convert the passed node name to a valid actor name.
dStrcpy( comparisonName, String::GetTrailingNumber( nodeName, dummy ) );
dSprintf( comparisonName, sizeof( comparisonName ), "%s_pxactor", comparisonName );
// If we have an actor with that name, we are done.
pActor = actorOwner->_findActor( comparisonName );
if ( pActor )
{
pActor->getGlobalPose().getRowMajor44( *outXfm );
return true;
}
// Check if the parent node has an actor...
S32 parentIdx = shape->nodes[nodeIdx].parentIndex;
if ( parentIdx == -1 )
return false;
const String &parentName = shape->getNodeName( parentIdx );
dStrcpy( comparisonName, String::GetTrailingNumber( parentName, dummy ) );
dSprintf( comparisonName, sizeof( comparisonName ), "%s_pxactor", comparisonName );
pActor = actorOwner->_findActor( comparisonName );
if ( !pActor )
return false;
MatrixF actorMat;
pActor->getGlobalPose().getRowMajor44( actorMat );
MatrixF nmat;
QuatF q;
TSTransform::setMatrix( shape->defaultRotations[nodeIdx].getQuatF(&q),shape->defaultTranslations[nodeIdx],&nmat);
*outXfm->mul( actorMat, nmat );
return true;
}
void PxMultiActor::getMountTransform(U32 mountPoint,MatrixF* mat)
{
// Returns mount point to world space transform
if (mountPoint < PxMultiActorData::NumMountPoints) {
S32 ni = mDataBlock->mountPointNode[mountPoint];
if (ni != -1) {
if ( _getNodeTransform( ni, mat ) )
return;
}
}
*mat = mObjToWorld;
}
void PxMultiActor::getRenderMountTransform(U32 mountPoint,MatrixF* mat)
{
// Returns mount point to world space transform
if (mountPoint < PxMultiActorData::NumMountPoints) {
S32 ni = mDataBlock->mountPointNode[mountPoint];
if (ni != -1) {
if ( _getNodeTransform( ni, mat ) )
return;
}
}
*mat = getRenderTransform();
}
void PxMultiActor::processTick( const Move *move )
{
PROFILE_SCOPE( PxMultiActor_ProcessTick );
// Set the last pos/rot to the
// values of the previous tick for interpolateTick.
mDelta.lastPos = mDelta.pos;
mDelta.lastRot = mDelta.rot;
/*
NxActor *corrActor = mActors[ mDataBlock->correctionNodes[0] ];
if ( corrActor->isSleeping() || corrActor->readBodyFlag( NX_BF_FROZEN ) )
{
if ( !mSleepingLastTick )
setMaskBits( WarpMask | SleepMask );
mSleepingLastTick = true;
// HACK! Refactor sleeping so that we don't
// sleep when only one correction actor does.
_updateBounds();
return;
}
mSleepingLastTick = false;
*/
MatrixF mat;
Vector<NxActor*> *actors;
if ( mIsDummy )
{
PxMultiActor *serverObj = static_cast<PxMultiActor*>( mServerObject.getObject() );
if ( !serverObj )
return;
mat = serverObj->getTransform();
actors = &serverObj->mActors;
}
else
{
// Container buoyancy & drag
_updateContainerForces();
// Save the transform from the root actor.
mRootActor->getGlobalPose().getRowMajor44( mat );
actors = &mActors;
}
// Update the transform and the root delta.
Parent::setTransform( mat );
mDelta.pos = mat.getPosition();
mDelta.rot.set( mat );
// On the client we update the individual
// actor deltas as well for interpolation.
if ( isClientObject() )
{
PROFILE_SCOPE( PxMultiActor_ProcessTick_UpdateDeltas );
for ( U32 i = 0; i < mActorDeltas.size(); i++ )
{
if ( !(*actors)[i] )
continue;
Delta &delta = mActorDeltas[i];
// Store the last position.
delta.lastPos = delta.pos;
delta.lastRot = delta.rot;
// Get the new position.
(*actors)[i]->getGlobalPose().getRowMajor44( (NxF32*)mat );
// Calculate the delta between the current
// global pose and the last global pose.
delta.pos = mat.getPosition();
delta.rot.set( mat );
}
}
// Update the bounding box to match the physics.
_updateBounds();
// Set the MoveMask so this will be updated to the client.
//setMaskBits( MoveMask );
}
void PxMultiActor::interpolateTick( F32 delta )
{
PROFILE_SCOPE( PxMultiActor_InterpolateTick );
Point3F interpPos;
QuatF interpRot;
{
// Interpolate the position based on the delta.
interpPos.interpolate( mDelta.pos, mDelta.lastPos, delta );
// Interpolate the rotation based on the delta.
interpRot.interpolate( mDelta.rot, mDelta.lastRot, delta );
// Set up the interpolated transform.
MatrixF interpMat;
interpRot.setMatrix( &interpMat );
interpMat.setPosition( interpPos );
Parent::setRenderTransform( interpMat );
}
PxMultiActor *srcObj = NULL;
if ( mIsDummy )
srcObj = static_cast<PxMultiActor*>( mServerObject.getObject() );
else
srcObj = this;
// JCF: to disable applying NxActor positions to the renderable mesh
// you can uncomment this line.
//srcObj = NULL;
if ( mShapeInstance && srcObj != NULL )
{
mShapeInstance->animate();
getDynamicXfms( srcObj, delta );
}
}
/*
void PxMultiActor::sweepTest( MatrixF *mat )
{
NxVec3 nxCurrPos = getPosition();
// If the position is zero,
// the parent hasn't been updated yet
// and we don't even need to do the sweep test.
// This is a fix for a problem that was happening
// where on the add of the PhysXSingleActor, it would
// set the position to a very small value because it would be getting a hit
// even though the current position was 0.
if ( nxCurrPos.isZero() )
return;
// Set up the flags and the query structure.
NxU32 flags = NX_SF_STATICS | NX_SF_DYNAMICS;
NxSweepQueryHit sweepResult;
dMemset( &sweepResult, 0, sizeof( sweepResult ) );
NxVec3 nxNewPos = mat->getPosition();
// Get the velocity which will be our sweep direction and distance.
NxVec3 nxDir = nxNewPos - nxCurrPos;
if ( nxDir.isZero() )
return;
NxActor *corrActor = mActors[ mDataBlock->correctionNodes[0] ];
// Get the scene and do the sweep.
corrActor->wakeUp();
corrActor->linearSweep( nxDir, flags, NULL, 1, &sweepResult, NULL );
if ( sweepResult.hitShape && sweepResult.t < nxDir.magnitude() )
{
nxDir.normalize();
nxDir *= sweepResult.t;
nxCurrPos += nxDir;
mat->setPosition( Point3F( nxCurrPos.x, nxCurrPos.y, nxCurrPos.z ) );
}
}
*/
/*
void PxMultiActor::applyCorrection( const MatrixF& mat, const NxVec3& linVel, const NxVec3& angVel )
{
// Sometimes the actor hasn't been
// created yet during the call from unpackUpdate.
NxActor *corrActor = mActors[ mDataBlock->correctionNodes[0] ];
if ( !corrActor || mForceSleep )
return;
NxVec3 newPos = mat.getPosition();
NxVec3 currPos = getPosition();
NxVec3 offset = newPos - currPos;
// If the difference isn't large enough,
// just set the new transform, no correction.
if ( offset.magnitude() > 0.3f )
{
// If we're going to set the linear or angular velocity,
// we do it before we add a corrective force, since it would be overwritten otherwise.
NxVec3 currLinVel, currAngVel;
currLinVel = corrActor->getLinearVelocity();
currAngVel = corrActor->getAngularVelocity();
// Scale the corrective force by half,
// otherwise it will over correct and oscillate.
NxVec3 massCent = corrActor->getCMassGlobalPosition();
corrActor->addForceAtPos( offset, massCent, NX_SMOOTH_VELOCITY_CHANGE );
// If the linear velocity is divergent enough, change to server linear velocity.
if ( (linVel - currLinVel).magnitude() > 0.3f )
corrActor->setLinearVelocity( linVel );
// Same for angular.
if ( (angVel - currAngVel).magnitude() > 0.3f )
corrActor->setAngularVelocity( angVel );
}
Parent::setTransform( mat );
}
*/
void PxMultiActor::_updateBounds()
{
PROFILE_SCOPE( PxMultiActor_UpdateBounds );
if ( mIsDummy )
{
PxMultiActor *serverObj = static_cast<PxMultiActor*>( mServerObject.getObject() );
if ( !serverObj )
return;
mWorldBox = serverObj->getWorldBox();
mWorldSphere = serverObj->getWorldSphere();
mObjBox = serverObj->getObjBox();
mRenderWorldBox = serverObj->getRenderWorldBox();
mRenderWorldSphere = mWorldSphere;
return;
}
NxBounds3 bounds;
bounds.setEmpty();
NxBounds3 shapeBounds;
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *pActor = mActors[i];
if ( !pActor || pActor->readActorFlag( NX_AF_DISABLE_COLLISION ) )
continue;
NxShape *const* pShapeArray = pActor->getShapes();
U32 shapeCount = pActor->getNbShapes();
for ( U32 i = 0; i < shapeCount; i++ )
{
// Get the shape's bounds.
pShapeArray[i]->getWorldBounds( shapeBounds );
// Combine them into the total bounds.
bounds.combine( shapeBounds );
}
}
mWorldBox = pxCast<Box3F>( bounds );
mWorldBox.getCenter(&mWorldSphere.center);
mWorldSphere.radius = (mWorldBox.maxExtents - mWorldSphere.center).len();
mObjBox = mWorldBox;
mWorldToObj.mul(mObjBox);
mRenderWorldBox = mWorldBox;
mRenderWorldSphere = mWorldSphere;
}
void PxMultiActor::getDynamicXfms( PxMultiActor *srcObj, F32 dt )
{
PROFILE_SCOPE( PxMultiActor_getDynamicXfms );
Vector<MatrixF> *torqueXfms = &mShapeInstance->mNodeTransforms;
const MatrixF &objectXfm = getRenderWorldTransform();
AssertFatal( torqueXfms->size() == srcObj->mMappedActors.size(), "The two skeletons are different!" );
TSShape *shape = mShapeInstance->getShape();
// TODO: We're currently preparing deltas and getting
// dynamic xforms even if the object isn't visible.
// we should probably try to delay all this until
// we're about to render.
//
/*
// TODO: Set up deltas!
if ( mCurrPos.empty() || mCurrRot.empty() )
_prepareDeltas();
*/
MatrixF globalXfm;
MatrixF mat, tmp;
QuatF newRot;
Point3F newPos;
S32 dl = mShapeInstance->getCurrentDetail();
if ( dl < 0 )
return;
const String &detailName = shape->getName( shape->details[dl].nameIndex );
S32 detailSize = -1;
String::GetTrailingNumber( detailName, detailSize );
for( S32 i = 0; i < srcObj->mMappedActors.size(); i++ )
{
NxActor *actor = srcObj->mMappedActors[i];
if ( !actor || actor->readBodyFlag( NX_BF_KINEMATIC ) )
continue;
// see if the node at this index is part of the
// currently visible detail level.
if ( srcObj->mMappedActorDL[i] != detailSize )
continue;
// Get the right actor delta structure.
U32 index = srcObj->mMappedToActorIndex[i];
const Delta &delta = mActorDeltas[index];
// Do the interpolation.
newRot.interpolate( delta.rot, delta.lastRot, dt );
newRot.setMatrix( &globalXfm );
newPos.interpolate( delta.pos, delta.lastPos, dt );
globalXfm.setPosition( newPos );
(*torqueXfms)[i].mul( objectXfm, globalXfm );
}
}
void PxMultiActor::applyImpulse( const Point3F &pos, const VectorF &vec )
{
// TODO : Implement this based on correction nodes.
/*
if ( !mWorld || !mActor )
return;
mWorld->releaseWriteLock();
NxVec3 linVel = mActor->getLinearVelocity();
NxVec3 nxVel( vel.x, vel.y, vel.z );
mActor->setLinearVelocity(linVel + nxVel);
*/
// JCF: something more complex is required to apply forces / breakage
// on only individual actors, and we don't have enough data to do that
// within this method.
if ( vec.len() > mDataBlock->breakForce )
setAllBroken( true );
NxVec3 nxvec = pxCast<NxVec3>( vec );
NxVec3 nxpos = pxCast<NxVec3>( pos );
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
if ( actor->isDynamic() &&
!actor->readBodyFlag( NX_BF_KINEMATIC ) &&
!actor->readActorFlag( NX_AF_DISABLE_COLLISION ) )
{
actor->addForceAtPos( nxvec, nxpos, NX_IMPULSE );
}
}
//setMaskBits( ImpulseMask );
}
void PxMultiActor::applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude )
{
mWorld->releaseWriteLock();
// Find all currently enabled actors hit by the impulse radius...
Vector<NxActor*> hitActors;
NxVec3 nxorigin = pxCast<NxVec3>(origin);
NxSphere impulseSphere( nxorigin, radius );
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *pActor = mActors[i];
if ( pActor->readActorFlag( NX_AF_DISABLE_COLLISION ) ||
!pActor->isDynamic() ||
pActor->readBodyFlag( NX_BF_KINEMATIC ) )
continue;
U32 numShapes = pActor->getNbShapes();
NxShape *const* pShapeArray = pActor->getShapes();
for ( U32 j = 0; j < numShapes; j++ )
{
const NxShape *pShape = pShapeArray[j];
if ( pShape->checkOverlapSphere( impulseSphere ) )
{
hitActors.push_back( pActor );
break;
}
}
}
// Apply forces to hit actors, but swap out for broken
// actors first if appropriate...
for ( U32 i = 0; i < hitActors.size(); i++ )
{
NxActor *pActor = hitActors[i];
PxUserData *pUserData = PxUserData::getData( *pActor );
// TODO: We should calculate the real force accounting
// for falloff before we break things with it.
// If we have enough force, and this is an actor that
// can be 'broken' by impacts, break it now.
if ( pUserData &&
//pUserData->mCanPush &&
pUserData->mBrokenActors.size() > 0 &&
magnitude > mDataBlock->breakForce )
{
setBroken( pActor->getGlobalPose(),
pActor->getLinearVelocity(),
pUserData,
true );
// apply force that would have been applied to this actor
// to the broken actors we just enabled.
for ( U32 j = 0; j < pUserData->mBrokenActors.size(); j++ )
{
NxActor *pBrokenActor = pUserData->mBrokenActors[j];
_applyActorRadialForce( pBrokenActor, nxorigin, radius, magnitude );
}
}
else
{
// Apply force to the actor.
_applyActorRadialForce( pActor, nxorigin, radius, magnitude );
}
}
}
void PxMultiActor::_applyActorRadialForce( NxActor *inActor, const NxVec3 &origin, F32 radius, F32 magnitude )
{
// TODO: We're not getting a good torque force
// out of explosions because we're not picking
// the nearest point on the actor to the origin
// of the radial force.
NxVec3 force = inActor->getCMassGlobalPosition() - origin;
NxF32 dist = force.magnitude();
force.normalize();
if ( dist == 0.0f )
force *= magnitude;
else
force *= mClampF( radius / dist, 0.0f, 1.0f ) * magnitude;
// HACK: Make the position we push the force thru between the
// actor pos and its center of mass. This gives us some
// rotational force as well as make the covered structure
// explode better.
NxVec3 forcePos = ( inActor->getGlobalPosition() + inActor->getCMassGlobalPosition() ) / 2.0f;
inActor->addForceAtPos( force, forcePos, NX_VELOCITY_CHANGE );
}
void PxMultiActor::_updateContainerForces()
{
if ( !mWorld->getEnabled() )
return;
PROFILE_SCOPE( PxMultiActor_updateContainerForces );
// Update container drag and buoyancy properties ( for each Actor )
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *pActor = mActors[i];
if ( !pActor ||
pActor->readBodyFlag(NX_BF_KINEMATIC) ||
pActor->readActorFlag(NX_AF_DISABLE_COLLISION) )
continue;
// Get world bounds of this actor ( the combination of all shape bounds )
NxShape *const* shapes = pActor->getShapes();
NxBounds3 bounds;
bounds.setEmpty();
NxBounds3 shapeBounds;
for ( U32 i = 0; i < pActor->getNbShapes(); i++ )
{
NxShape *pShape = shapes[i];
pShape->getWorldBounds(shapeBounds);
bounds.combine( shapeBounds );
}
Box3F boundsBox = pxCast<Box3F>(bounds);
ContainerQueryInfo info;
info.box = boundsBox;
info.mass = pActor->getMass();
// Find and retreive physics info from intersecting WaterObject(s)
mContainer->findObjects( boundsBox, WaterObjectType|PhysicalZoneObjectType, findRouter, &info );
// Calculate buoyancy and drag
F32 angDrag = mDataBlock->angularDrag;
F32 linDrag = mDataBlock->linearDrag;
F32 buoyancy = 0.0f;
if ( true ) //info.waterCoverage >= 0.1f)
{
F32 waterDragScale = info.waterViscosity * mDataBlock->waterDragScale;
F32 powCoverage = mPow( info.waterCoverage, 0.25f );
if ( info.waterCoverage > 0.0f )
{
//angDrag = mBuildAngDrag * waterDragScale;
//linDrag = mBuildLinDrag * waterDragScale;
angDrag = mLerp( angDrag, angDrag * waterDragScale, powCoverage );
linDrag = mLerp( linDrag, linDrag * waterDragScale, powCoverage );
}
buoyancy = ( info.waterDensity / mDataBlock->buoyancyDensity ) * mPow( info.waterCoverage, 2.0f );
}
// Apply drag (dampening)
pActor->setLinearDamping( linDrag );
pActor->setAngularDamping( angDrag );
// Apply buoyancy force
if ( buoyancy != 0 )
{
// 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!
NxVec3 gravity;
mWorld->getScene()->getGravity(gravity);
//NxVec3 velocity = pActor->getLinearVelocity();
NxVec3 buoyancyForce = buoyancy * -gravity * TickSec * pActor->getMass();
//F32 currHeight = getPosition().z;
//const F32 C = 2.0f;
//const F32 M = 0.1f;
//if ( currHeight + velocity.z * TickSec * C > info.waterHeight )
// buoyancyForce *= M;
pActor->addForceAtPos( buoyancyForce, pActor->getCMassGlobalPosition(), NX_IMPULSE );
}
// Apply physical zone forces
if ( info.appliedForce.len() > 0.001f )
pActor->addForceAtPos( pxCast<NxVec3>(info.appliedForce), pActor->getCMassGlobalPosition(), NX_IMPULSE );
}
}
/*
ConsoleMethod( PxMultiActor, applyImpulse, void, 3, 3, "applyImpulse - takes a velocity vector to apply")
{
VectorF vec;
dSscanf( argv[2],"%g %g %g",
&vec.x,&vec.y,&vec.z );
object->applyImpulse( vec );
}
*/
void PxMultiActor::setAllBroken( bool isBroken )
{
PROFILE_SCOPE( PxMultiActor_SetAllBroken );
if ( mIsDummy )
{
PxMultiActor *serverObj = static_cast<PxMultiActor*>( mServerObject.getObject() );
serverObj->setAllBroken( isBroken );
return;
}
mWorld->releaseWriteLock();
NxActor *actor0 = NULL;
NxActor *actor1 = NULL;
NxMat34 parentPose;
for ( U32 i = 0; i < mJoints.size(); i++ )
{
NxJoint *joint = mJoints[i];
if ( !joint )
continue;
PxUserData *jointData = PxUserData::getData( *joint );
if ( !jointData )
continue;
joint->getActors( &actor0, &actor1 );
parentPose = actor0->getGlobalPose();
setBroken( parentPose, NxVec3(0.0f), jointData, isBroken );
}
for ( U32 i = 0; i < mActors.size(); i++ )
{
NxActor *actor = mActors[i];
if ( !actor )
continue;
PxUserData *actorData = PxUserData::getData( *actor );
if ( !actorData )
continue;
setBroken( actor->getGlobalPose(),
actor->getLinearVelocity(),
actorData,
isBroken );
}
}
void PxMultiActor::setBroken( const NxMat34 &parentPose,
const NxVec3 &parentVel,
PxUserData *userData,
bool isBroken )
{
PROFILE_SCOPE( PxMultiActor_SetBroken );
// TODO: This function is highly inefficent and
// way too complex to follow... the hacked single
// player mode doesn't help.
// Be careful not to set something broken twice.
if ( isBroken &&
userData->mIsBroken == isBroken )
return;
userData->mIsBroken = isBroken;
Vector<NxActor*> *hideActors = NULL;
Vector<NxActor*> *showActors = NULL;
if ( isBroken )
{
hideActors = &userData->mUnbrokenActors;
showActors = &userData->mBrokenActors;
}
else
{
hideActors = &userData->mBrokenActors;
showActors = &userData->mUnbrokenActors;
}
NxActor *pActor = NULL;
MatrixF tMat;
for ( U32 i = 0; i < hideActors->size(); i++ )
{
pActor = (*hideActors)[i];
pActor->raiseActorFlag( NX_AF_DISABLE_COLLISION );
pActor->raiseBodyFlag( NX_BF_KINEMATIC );
pActor->putToSleep();
NxShape *const* pShapeArray = pActor->getShapes();
U32 shapeCount = pActor->getNbShapes();
for ( U32 i = 0; i < shapeCount; i++ )
pShapeArray[i]->setFlag( NX_SF_DISABLE_RAYCASTING, true );
setMeshHidden( _getMeshName( pActor ), true );
}
// Get the client side delta array.
Vector<Delta> *actorDeltas = NULL;
if ( isClientObject() )
actorDeltas = &mActorDeltas;
else if ( isServerObject() && PHYSICSMGR->isSinglePlayer() )
{
PxMultiActor *clientObj = static_cast<PxMultiActor*>( getClientObject() );
if ( clientObj )
actorDeltas = &clientObj->mActorDeltas;
}
U32 index;
for ( U32 i = 0; i < showActors->size(); i++ )
{
pActor = (*showActors)[i];
if ( showActors == &userData->mBrokenActors )
{
NxMat34 pose;
pose.multiply( parentPose, userData->mRelXfm[i] );
pActor->setGlobalPose( pose );
if ( actorDeltas )
{
for ( U32 j=0; j < mMappedActors.size(); j++ )
{
if ( mMappedActors[j] == pActor )
{
index = mMappedToActorIndex[j];
// Reset the delta.
Delta &delta = (*actorDeltas)[index];
delta.pos = pxCast<Point3F>( pose.t );
pose.getRowMajor44( tMat );
delta.rot.set( tMat );
delta.lastPos = delta.pos;
delta.lastRot = delta.rot;
break;
}
}
}
}
pActor->clearActorFlag( NX_AF_DISABLE_COLLISION );
pActor->clearBodyFlag( NX_BF_KINEMATIC );
pActor->setLinearVelocity( parentVel );
pActor->wakeUp();
NxShape *const* pShapeArray = pActor->getShapes();
U32 shapeCount = pActor->getNbShapes();
for ( U32 i = 0; i < shapeCount; i++ )
pShapeArray[i]->setFlag( NX_SF_DISABLE_RAYCASTING, false );
setMeshHidden( _getMeshName(pActor), false );
}
}
void PxMultiActor::setAllHidden( bool hide )
{
for ( U32 i = 0; i < mShapeInstance->mMeshObjects.size(); i++ )
mShapeInstance->setMeshForceHidden( i, hide );
}
ConsoleMethod( PxMultiActor, setAllHidden, void, 3, 3, "( bool )"
"@brief Hides or unhides all meshes contained in the PxMultiActor.\n\n"
"Hidden meshes will not be rendered.")
{
object->setAllHidden( dAtob(argv[2]) );
}
void PxMultiActor::setMeshHidden( String namePrefix, bool hidden )
{
if ( isServerObject() && PHYSICSMGR->isSinglePlayer() )
{
PxMultiActor *clientObj = static_cast<PxMultiActor*>( getClientObject() );
if ( clientObj )
clientObj->setMeshHidden( namePrefix, hidden );
}
for ( U32 i = 0; i < mShapeInstance->mMeshObjects.size(); i++ )
{
String meshName = mShapeInstance->getShape()->getMeshName( i );
if ( meshName.find( namePrefix ) != String::NPos )
{
mShapeInstance->setMeshForceHidden( i, hidden );
return;
}
}
Con::warnf( "PxMultiActor::setMeshHidden - could not find mesh containing substring (%s)", namePrefix.c_str() );
}
ConsoleMethod( PxMultiActor, setBroken, void, 3, 3, "( bool )"
"@brief Sets the PxMultiActor to a broken or unbroken state.\n\n")
{
object->setAllBroken( dAtob( argv[2] ) );
}
void PxMultiActorData::dumpModel()
{
TSShapeInstance *inst = new TSShapeInstance( shape, true );
String path = Platform::getMainDotCsDir();
path += "/model.dump";
FileStream *st;
if((st = FileStream::createAndOpen( path, Torque::FS::File::Write )) != NULL)
{
if ( inst )
inst->dump( *st );
else
Con::errorf( "PxMultiActor::dumpModel, no ShapeInstance." );
delete st;
}
else
Con::errorf( "PxMultiActor::dumpModel, error opening dump file." );
}
ConsoleMethod( PxMultiActorData, dumpModel, void, 2, 2,
"@brief Dumps model hierarchy and details to a file.\n\n"
"The file will be created as \'model.dump\' in the game folder. "
"If model.dump already exists, it will be overwritten.\n\n")
{
object->dumpModel();
}
ConsoleMethod( PxMultiActor, setMeshHidden, void, 4, 4, "(string meshName, bool isHidden)"
"@brief Prevents the provided mesh from being rendered.\n\n")
{
object->setMeshHidden( argv[2], dAtob( argv[3] ) );
}
void PxMultiActor::listMeshes( const String &state ) const
{
if ( mShapeInstance )
mShapeInstance->listMeshes( state );
}
ConsoleMethod( PxMultiActor, listMeshes, void, 3, 3, "(enum Hidden/Shown/All)"
"@brief Lists all meshes of the provided type in the console window.\n\n"
"@param All Lists all of the %PxMultiActor's meshes.\n"
"@param Hidden Lists all of the %PxMultiActor's hidden meshes.\n"
"@param Shown Lists all of the %PxMultiActor's visible meshes.\n")
{
object->listMeshes( argv[2] );
};
ConsoleMethod( PxMultiActorData, reload, void, 2, 2, ""
"@brief Reloads all data used for the PxMultiActorData.\n\n"
"If the reload sucessfully completes, all PxMultiActor's will be notified.\n\n")
{
object->reload();
}