Torque3D/Engine/source/T3D/physics/physx3/px3Body.cpp

442 lines
14 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3Body.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Casts.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "console/console.h"
#include "console/consoleTypes.h"
Px3Body::Px3Body() :
mActor( NULL ),
mMaterial( NULL ),
mWorld( NULL ),
mBodyFlags( 0 ),
mIsEnabled( true ),
mIsStatic(false)
{
}
Px3Body::~Px3Body()
{
_releaseActor();
}
void Px3Body::_releaseActor()
{
if ( !mActor )
return;
mWorld->releaseWriteLock();
mActor->userData = NULL;
mActor->release();
mActor = NULL;
mBodyFlags = 0;
if ( mMaterial )
{
mMaterial->release();
}
mColShape = NULL;
}
bool Px3Body::init( PhysicsCollision *shape,
F32 mass,
U32 bodyFlags,
SceneObject *obj,
PhysicsWorld *world )
{
AssertFatal( obj, "Px3Body::init - Got a null scene object!" );
AssertFatal( world, "Px3Body::init - Got a null world!" );
AssertFatal( dynamic_cast<Px3World*>( world ), "Px3Body::init - The world is the wrong type!" );
AssertFatal( shape, "Px3Body::init - Got a null collision shape!" );
AssertFatal( dynamic_cast<Px3Collision*>( shape ), "Px3Body::init - The collision shape is the wrong type!" );
AssertFatal( !((Px3Collision*)shape)->getShapes().empty(), "Px3Body::init - Got empty collision shape!" );
// Cleanup any previous actor.
_releaseActor();
mWorld = (Px3World*)world;
mColShape = (Px3Collision*)shape;
mBodyFlags = bodyFlags;
const bool isKinematic = mBodyFlags & BF_KINEMATIC;
const bool isTrigger = mBodyFlags & BF_TRIGGER;
const bool isDebris = mBodyFlags & BF_DEBRIS;
if ( isKinematic )
{
mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setRigidDynamicFlag(physx::PxRigidDynamicFlag::eKINEMATIC, true);
actor->setMass(getMax( mass, 1.0f ));
}
else if ( mass > 0.0f )
{
mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
}
else
{
mActor = gPhysics3SDK->createRigidStatic(physx::PxTransform(physx::PxIDENTITY()));
mIsStatic = true;
}
mMaterial = gPhysics3SDK->createMaterial(0.6f,0.4f,0.1f);
// Add all the shapes.
const Vector<Px3CollisionDesc*> &shapes = mColShape->getShapes();
for ( U32 i=0; i < shapes.size(); i++ )
{
Px3CollisionDesc* desc = shapes[i];
if( mass > 0.0f )
{
if(desc->pGeometry->getType() == physx::PxGeometryType::eTRIANGLEMESH)
{
Con::errorf("PhysX3 Dynamic Triangle Mesh is not supported.");
}
}
physx::PxShape * pShape = mActor->createShape(*desc->pGeometry,*mMaterial);
physx::PxFilterData colData;
if(isDebris)
colData.word0 = PX3_DEBRIS;
else if(isTrigger)
colData.word0 = PX3_TRIGGER;
else
colData.word0 = PX3_DEFAULT;
//set local pose - actor->createShape with a local pose is deprecated in physx 3.3
pShape->setLocalPose(desc->pose);
//set the skin width
pShape->setContactOffset(0.01f);
pShape->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE, !isTrigger);
pShape->setFlag(physx::PxShapeFlag::eSCENE_QUERY_SHAPE,true);
pShape->setSimulationFilterData(colData);
pShape->setQueryFilterData(colData);
}
//mass & intertia has to be set after creating the shape
if ( mass > 0.0f )
{
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxRigidBodyExt::setMassAndUpdateInertia(*actor,mass);
if(mBodyFlags & BF_CCD)
actor->setRigidBodyFlag(physx::PxRigidBodyFlag::eENABLE_CCD, true);
else
actor->setRigidBodyFlag(physx::PxRigidBodyFlag::eENABLE_CCD, false);
}
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mWorld->getScene()->addActor(*mActor);
mIsEnabled = true;
if ( isDebris )
mActor->setDominanceGroup( 31 );
mUserData.setObject( obj );
mUserData.setBody( this );
mActor->userData = &mUserData;
return true;
}
void Px3Body::setMaterial( F32 restitution,
F32 friction,
F32 staticFriction )
{
AssertFatal( mActor, "Px3Body::setMaterial - The actor is null!" );
if ( isDynamic() )
{
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->wakeUp();
}
mMaterial->setRestitution(restitution);
mMaterial->setStaticFriction(staticFriction);
mMaterial->setDynamicFriction(friction);
}
void Px3Body::setSleepThreshold( F32 linear, F32 angular )
{
AssertFatal( mActor, "Px3Body::setSleepThreshold - The actor is null!" );
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxF32 massNormalized= (linear*linear+angular*angular)/2.0f;
actor->setSleepThreshold(massNormalized);
}
void Px3Body::setDamping( F32 linear, F32 angular )
{
AssertFatal( mActor, "Px3Body::setDamping - The actor is null!" );
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setLinearDamping( linear );
actor->setAngularDamping( angular );
}
void Px3Body::getState( PhysicsState *outState )
{
AssertFatal( mActor, "Px3Body::getState - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getState - This call is only for dynamics!" );
outState->position = px3Cast<Point3F>( mActor->getGlobalPose().p );
outState->orientation = px3Cast<QuatF>( mActor->getGlobalPose().q );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
outState->linVelocity = px3Cast<Point3F>( actor->getLinearVelocity() );
outState->angVelocity = px3Cast<Point3F>( actor->getAngularVelocity() );
outState->sleeping = actor->isSleeping();
outState->momentum = px3Cast<Point3F>( (1.0f/actor->getMass()) * actor->getLinearVelocity() );//??
}
F32 Px3Body::getMass() const
{
AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
if(mIsStatic)
return 0;
const physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return actor->getMass();
}
Point3F Px3Body::getCMassPosition() const
{
AssertFatal( mActor, "Px3Body::getCMassPosition - The actor is null!" );
if(mIsStatic)
return px3Cast<Point3F>(mActor->getGlobalPose().p);
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxTransform pose = actor->getGlobalPose() * actor->getCMassLocalPose();
return px3Cast<Point3F>(pose.p);
}
void Px3Body::setLinVelocity( const Point3F &vel )
{
AssertFatal( mActor, "Px3Body::setLinVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setLinVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setLinearVelocity( px3Cast<physx::PxVec3>( vel ) );
}
void Px3Body::setAngVelocity( const Point3F &vel )
{
AssertFatal( mActor, "Px3Body::setAngVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setAngVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setAngularVelocity(px3Cast<physx::PxVec3>( vel ) );
}
Point3F Px3Body::getLinVelocity() const
{
AssertFatal( mActor, "Px3Body::getLinVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getLinVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return px3Cast<Point3F>( actor->getLinearVelocity() );
}
Point3F Px3Body::getAngVelocity() const
{
AssertFatal( mActor, "Px3Body::getAngVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getAngVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return px3Cast<Point3F>( actor->getAngularVelocity() );
}
void Px3Body::setSleeping( bool sleeping )
{
AssertFatal( mActor, "Px3Body::setSleeping - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setSleeping - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
if ( sleeping )
actor->putToSleep();
else
actor->wakeUp();
}
bool Px3Body::isDynamic() const
{
AssertFatal( mActor, "PxBody::isDynamic - The actor is null!" );
return !mIsStatic && ( mBodyFlags & BF_KINEMATIC ) == 0;
}
PhysicsWorld* Px3Body::getWorld()
{
return mWorld;
}
PhysicsCollision* Px3Body::getColShape()
{
return mColShape;
}
MatrixF& Px3Body::getTransform( MatrixF *outMatrix )
{
AssertFatal( mActor, "Px3Body::getTransform - The actor is null!" );
*outMatrix = px3Cast<MatrixF>(mActor->getGlobalPose());
return *outMatrix;
}
Box3F Px3Body::getWorldBounds()
{
AssertFatal( mActor, "Px3Body::getTransform - The actor is null!" );
physx::PxBounds3 bounds;
bounds.setEmpty();
physx::PxBounds3 shapeBounds;
U32 shapeCount = mActor->getNbShapes();
physx::PxShape **shapes = new physx::PxShape*[shapeCount];
mActor->getShapes(shapes, shapeCount);
for ( U32 i = 0; i < shapeCount; i++ )
{
// Get the shape's bounds.
shapeBounds = physx::PxShapeExt::getWorldBounds(*shapes[i],*mActor);
// Combine them into the total bounds.
bounds.include( shapeBounds );
}
delete [] shapes;
return px3Cast<Box3F>( bounds );
}
void Px3Body::setSimulationEnabled( bool enabled )
{
if ( mIsEnabled == enabled )
return;
//Don't need to enable/disable eSIMULATION_SHAPE for trigger,it's disabled permanently
if(mBodyFlags & BF_TRIGGER)
return;
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
U32 shapeCount = mActor->getNbShapes();
physx::PxShape **shapes = new physx::PxShape*[shapeCount];
mActor->getShapes(shapes, shapeCount);
for ( S32 i = 0; i < mActor->getNbShapes(); i++ )
{
shapes[i]->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,!mIsEnabled);//?????
}
delete [] shapes;
}
void Px3Body::moveKinematicTo( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::moveKinematicTo - The actor is null!" );
const bool isKinematic = mBodyFlags & BF_KINEMATIC;
if (!isKinematic )
{
Con::errorf("Px3Body::moveKinematicTo is only for kinematic bodies.");
return;
}
mWorld->releaseWriteLock();
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setKinematicTarget(px3Cast<physx::PxTransform>(transform));
}
void Px3Body::setTransform( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::setTransform - The actor is null!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mActor->setGlobalPose(px3Cast<physx::PxTransform>(transform),false);
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
bool kinematic = actor->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
// If its dynamic we have more to do.
if ( isDynamic() && !kinematic )
{
actor->setLinearVelocity( physx::PxVec3(0) );
actor->setAngularVelocity( physx::PxVec3(0) );
actor->wakeUp();
}
}
void Px3Body::applyCorrection( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::applyCorrection - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::applyCorrection - This call is only for dynamics!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mActor->setGlobalPose( px3Cast<physx::PxTransform>(transform) );
}
void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
{
AssertFatal( mActor, "Px3Body::applyImpulse - The actor is null!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
if ( mIsEnabled && isDynamic() )
physx::PxRigidBodyExt::addForceAtPos(*actor,px3Cast<physx::PxVec3>(force),
px3Cast<physx::PxVec3>(origin),
physx::PxForceMode::eIMPULSE);
}