mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
- check for an empty shapName, not just a NULL one twice - fix "&s" in printf - fix potential memory leak - GFXCopyPixels wasn't checking the height properly which could result in some meory corruption unpleasantness
2652 lines
77 KiB
C++
2652 lines
77 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/physics/physX/pxMultiActor.h"
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#include "console/consoleTypes.h"
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#include "core/stream/fileStream.h"
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#include "core/stream/bitStream.h"
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#include "core/resourceManager.h"
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#include "core/strings/stringUnit.h"
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#include "sim/netConnection.h"
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#include "math/mathIO.h"
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#include "math/mathUtils.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/primBuilder.h"
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#include "collision/collision.h"
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#include "collision/abstractPolyList.h"
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#include "ts/tsShapeInstance.h"
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#include "ts/tsPartInstance.h"
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#include "lighting/lightManager.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "scene/sceneObjectLightingPlugin.h"
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#include "T3D/objectTypes.h"
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#include "T3D/containerQuery.h"
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#include "T3D/fx/particleEmitter.h"
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#include "T3D/debris.h"
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#include "renderInstance/renderPassManager.h"
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#include "gui/worldEditor/editor.h" // For gEditingMission
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#include "T3D/physics/physX/px.h"
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#include "T3D/physics/physX/pxWorld.h"
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#include "T3D/physics/physX/pxMaterial.h"
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#include "T3D/physics/physX/pxCasts.h"
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#include "T3D/physics/physx/pxUtils.h"
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#include "sfx/sfxSystem.h"
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#include <NXU_helper.h>
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#include <nxu_schema.h>
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#include <NXU_customcopy.h>
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class PxMultiActor_Notify : public NXU_userNotify
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{
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protected:
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Vector<NxActor*> mActors;
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Vector<NxShape*> mShapes;
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Vector<NxJoint*> mJoints;
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const NxMat34 mTransform;
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const Point3F mScale;
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F32 mMassScale;
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NxCompartment *mCompartment;
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PxMaterial *mMaterial;
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Vector<String> *mActorUserProperties;
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Vector<String> *mJointUserProperties;
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public:
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void NXU_notifyJoint( NxJoint *joint, const char *userProperties )
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{
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if ( mJointUserProperties )
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mJointUserProperties->push_back( userProperties );
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mJoints.push_back( joint );
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}
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bool NXU_preNotifyJoint( NxJointDesc &joint, const char *userProperties )
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{
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joint.localAnchor[0].x *= mScale.x;
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joint.localAnchor[0].y *= mScale.y;
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joint.localAnchor[0].z *= mScale.z;
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joint.localAnchor[1].x *= mScale.x;
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joint.localAnchor[1].y *= mScale.y;
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joint.localAnchor[1].z *= mScale.z;
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// The PhysX exporter from 3dsMax doesn't allow creation
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// of fixed joints. It also doesn't seem to export the
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// joint names! So look for joints which all all the
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// motion axes are locked... make those fixed joints.
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if ( joint.getType() == NX_JOINT_D6 )
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{
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NxD6JointDesc *d6Joint = static_cast<NxD6JointDesc*>( &joint );
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if ( d6Joint->xMotion == NX_D6JOINT_MOTION_LOCKED &&
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d6Joint->yMotion == NX_D6JOINT_MOTION_LOCKED &&
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d6Joint->zMotion == NX_D6JOINT_MOTION_LOCKED &&
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d6Joint->swing1Motion == NX_D6JOINT_MOTION_LOCKED &&
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d6Joint->swing2Motion == NX_D6JOINT_MOTION_LOCKED &&
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d6Joint->twistMotion == NX_D6JOINT_MOTION_LOCKED )
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{
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// Ok... build a new fixed joint.
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NxFixedJointDesc fixed;
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fixed.actor[0] = joint.actor[0];
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fixed.actor[1] = joint.actor[1];
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fixed.localNormal[0] = joint.localNormal[0];
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fixed.localNormal[1] = joint.localNormal[1];
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fixed.localAxis[0] = joint.localAxis[0];
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fixed.localAxis[1] = joint.localAxis[1];
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fixed.localAnchor[0] = joint.localAnchor[0];
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fixed.localAnchor[1] = joint.localAnchor[1];
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fixed.maxForce = joint.maxForce;
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fixed.maxTorque = joint.maxTorque;
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fixed.name = joint.name;
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fixed.userData = joint.userData;
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fixed.jointFlags = joint.jointFlags;
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// What scene are we adding this to?
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NxActor *actor = fixed.actor[0] ? fixed.actor[0] : fixed.actor[1];
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NxScene &scene = actor->getScene();
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NxJoint* theJoint = scene.createJoint( fixed );
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mJoints.push_back( theJoint );
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if ( mJointUserProperties )
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mJointUserProperties->push_back( userProperties );
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// Don't generate this joint.
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return false;
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}
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}
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return true;
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}
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void NXU_notifyActor( NxActor *actor, const char *userProperties )
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{
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mActors.push_back( actor );
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// Save the shapes.
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for ( U32 i=0; i < actor->getNbShapes(); i++ )
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mShapes.push_back( actor->getShapes()[i] );
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mActorUserProperties->push_back( userProperties );
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};
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bool NXU_preNotifyMaterial( NxMaterialDesc &t, const char *userProperties )
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{
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// Don't generate materials if we have one defined!
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return !mMaterial;
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}
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bool NXU_preNotifyActor( NxActorDesc &actor, const char *userProperties )
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{
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// Set the right compartment.
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actor.compartment = mCompartment;
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if ( actor.shapes.size() == 0 )
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Con::warnf( "PxMultiActor_Notify::NXU_preNotifyActor, got an actor (%s) with no shapes, was this intentional?", actor.name );
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// For every shape, cast to its particular type
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// and apply the scale to size, mass and localPosition.
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for( S32 i = 0; i < actor.shapes.size(); i++ )
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{
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// If we have material then set it.
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if ( mMaterial )
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actor.shapes[i]->materialIndex = mMaterial->getMaterialId();
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switch( actor.shapes[i]->getType() )
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{
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case NX_SHAPE_BOX:
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{
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NxBoxShapeDesc *boxDesc = (NxBoxShapeDesc*)actor.shapes[i];
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boxDesc->mass *= mMassScale;
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boxDesc->dimensions.x *= mScale.x;
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boxDesc->dimensions.y *= mScale.y;
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boxDesc->dimensions.z *= mScale.z;
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boxDesc->localPose.t.x *= mScale.x;
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boxDesc->localPose.t.y *= mScale.y;
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boxDesc->localPose.t.z *= mScale.z;
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break;
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}
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case NX_SHAPE_SPHERE:
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{
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NxSphereShapeDesc *sphereDesc = (NxSphereShapeDesc*)actor.shapes[i];
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sphereDesc->mass *= mMassScale;
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// TODO: Spheres do not work with non-uniform
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// scales very well... how do we fix this?
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sphereDesc->radius *= mScale.x;
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sphereDesc->localPose.t.x *= mScale.x;
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sphereDesc->localPose.t.y *= mScale.y;
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sphereDesc->localPose.t.z *= mScale.z;
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break;
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}
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case NX_SHAPE_CAPSULE:
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{
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NxCapsuleShapeDesc *capsuleDesc = (NxCapsuleShapeDesc*)actor.shapes[i];
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capsuleDesc->mass *= mMassScale;
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// TODO: Capsules do not work with non-uniform
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// scales very well... how do we fix this?
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capsuleDesc->radius *= mScale.x;
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capsuleDesc->height *= mScale.y;
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capsuleDesc->localPose.t.x *= mScale.x;
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capsuleDesc->localPose.t.y *= mScale.y;
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capsuleDesc->localPose.t.z *= mScale.z;
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break;
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}
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default:
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{
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static String lookup[] =
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{
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"PLANE",
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"SPHERE",
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"BOX",
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"CAPSULE",
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"WHEEL",
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"CONVEX",
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"MESH",
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"HEIGHTFIELD"
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};
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Con::warnf( "PxMultiActor_Notify::NXU_preNotifyActor, unsupported shape type (%s), on Actor (%s)", lookup[actor.shapes[i]->getType()].c_str(), actor.name );
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delete actor.shapes[i];
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actor.shapes.erase( actor.shapes.begin() + i );
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--i;
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break;
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}
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}
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}
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NxBodyDesc *body = const_cast<NxBodyDesc*>( actor.body );
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if ( body )
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{
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// Must scale all of these parameters, else there will be odd results!
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body->mass *= mMassScale;
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body->massLocalPose.t.multiply( mMassScale, body->massLocalPose.t );
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body->massSpaceInertia.multiply( mMassScale, body->massSpaceInertia );
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// Ragdoll damping!
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//body->sleepDamping = 1.7f;
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//body->linearDamping = 0.4f;
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//body->angularDamping = 0.08f;
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//body->wakeUpCounter = 0.3f;
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}
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return true;
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};
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public:
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PxMultiActor_Notify( NxCompartment *compartment,
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PxMaterial *material,
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const NxMat34& mat,
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const Point3F& scale,
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Vector<String> *actorProps = NULL,
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Vector<String> *jointProps = NULL )
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: mCompartment( compartment ),
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mMaterial( material ),
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mScale( scale ),
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mTransform( mat ),
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mActorUserProperties( actorProps ),
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mJointUserProperties( jointProps )
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{
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const F32 unit = VectorF( 1.0f, 1.0f, 1.0f ).len();
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mMassScale = mScale.len() / unit;
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}
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virtual ~PxMultiActor_Notify()
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{
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}
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const Vector<NxActor*>& getActors() { return mActors; }
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const Vector<NxShape*>& getShapes() { return mShapes; }
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const Vector<NxJoint*>& getJoints() { return mJoints; }
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};
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ConsoleDocClass( PxMultiActorData,
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"@brief Defines the properties of a type of PxMultiActor.\n\n"
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"Usually it is prefered to use PhysicsShape rather than PxMultiActor because "
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"a PhysicsShape is not PhysX specific and can be much easier to setup.\n\n"
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"For more information, refer to Nvidia's PhysX docs.\n\n"
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"@ingroup Physics"
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);
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IMPLEMENT_CO_DATABLOCK_V1(PxMultiActorData);
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PxMultiActorData::PxMultiActorData()
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: material( NULL ),
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collection( NULL ),
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waterDragScale( 1.0f ),
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buoyancyDensity( 1.0f ),
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angularDrag( 0.0f ),
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linearDrag( 0.0f ),
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clientOnly( false ),
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singlePlayerOnly( false ),
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shapeName( StringTable->insert( "" ) ),
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physXStream( StringTable->insert( "" ) ),
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breakForce( 0.0f )
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{
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for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
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correctionNodeNames[i] = StringTable->insert( "" );
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for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
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correctionNodes[i] = -1;
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for ( S32 i = 0; i < NumMountPoints; i++ )
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{
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mountNodeNames[i] = StringTable->insert( "" );
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mountPointNode[i] = -1;
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}
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}
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PxMultiActorData::~PxMultiActorData()
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{
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if ( collection )
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NXU::releaseCollection( collection );
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}
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void PxMultiActorData::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Media");
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addField( "shapeName", TypeFilename, Offset( shapeName, PxMultiActorData ),
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"@brief Path to the .DAE or .DTS file to render.\n\n");
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endGroup("Media");
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// PhysX collision properties.
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addGroup( "Physics" );
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addField( "physXStream", TypeFilename, Offset( physXStream, PxMultiActorData ),
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"@brief .XML file containing data such as actors, shapes, and joints.\n\n"
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"These files can be created using a free PhysX plugin for 3DS Max.\n\n");
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addField( "material", TYPEID< PxMaterial >(), Offset( material, PxMultiActorData ),
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"@brief An optional PxMaterial to be used for the PxMultiActor.\n\n"
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"Defines properties such as friction and restitution. "
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"Unrelated to the material used for rendering. The physXStream will contain "
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"defined materials that can be customized in 3DS Max. "
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"To override the material for all physics shapes in the physXStream, specify a material here.\n\n");
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addField( "noCorrection", TypeBool, Offset( noCorrection, PxMultiActorData ),
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"@hide" );
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UTF8 buff[256];
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for ( S32 i=0; i < MaxCorrectionNodes; i++ )
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{
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//dSprintf( buff, sizeof(buff), "correctionNode%d", i );
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addField( buff, TypeString, Offset( correctionNodeNames[i], PxMultiActorData ), "@hide" );
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}
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for ( S32 i=0; i < NumMountPoints; i++ )
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{
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//dSprintf( buff, sizeof(buff), "mountNode%d", i );
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addField( buff, TypeString, Offset( mountNodeNames[i], PxMultiActorData ), "@hide" );
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}
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addField( "angularDrag", TypeF32, Offset( angularDrag, PxMultiActorData ),
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"@brief Value used to help calculate rotational drag force while submerged in water.\n\n");
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addField( "linearDrag", TypeF32, Offset( linearDrag, PxMultiActorData ),
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"@brief Value used to help calculate linear drag force while submerged in water.\n\n");
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addField( "waterDragScale", TypeF32, Offset( waterDragScale, PxMultiActorData ),
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"@brief Scale to apply to linear and angular dampening while submerged in water.\n\n ");
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addField( "buoyancyDensity", TypeF32, Offset( buoyancyDensity, PxMultiActorData ),
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"@brief The density used to calculate buoyant forces.\n\n"
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"The result of the calculated buoyancy is relative to the density of the WaterObject the PxMultiActor is within.\n\n"
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"@note This value is necessary because Torque 3D does its own buoyancy simulation. It is not handled by PhysX."
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"@see WaterObject::density");
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endGroup( "Physics" );
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addField( "clientOnly", TypeBool, Offset( clientOnly, PxMultiActorData ),
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"@hide");
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addField( "singlePlayerOnly", TypeBool, Offset( singlePlayerOnly, PxMultiActorData ),
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"@hide");
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addField( "breakForce", TypeF32, Offset( breakForce, PxMultiActorData ),
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"@brief Force required to break an actor.\n\n"
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"This value does not apply to joints. "
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"If an actor is associated with a joint it will break whenever the joint does. "
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"This allows an actor \"not\" associated with a joint to also be breakable.\n\n");
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}
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void PxMultiActorData::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->writeString( physXStream );
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if( stream->writeFlag( material ) )
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stream->writeRangedU32( packed ? SimObjectId( material ) : material->getId(),
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DataBlockObjectIdFirst, DataBlockObjectIdLast );
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if ( !stream->writeFlag( noCorrection ) )
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{
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// Write the correction node indices for the client.
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for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
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stream->write( correctionNodes[i] );
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}
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for ( S32 i = 0; i < NumMountPoints; i++ )
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stream->write( mountPointNode[i] );
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stream->write( waterDragScale );
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stream->write( buoyancyDensity );
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stream->write( angularDrag );
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stream->write( linearDrag );
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stream->writeFlag( clientOnly );
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stream->writeFlag( singlePlayerOnly );
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stream->write( breakForce );
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}
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void PxMultiActorData::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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physXStream = stream->readSTString();
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if( stream->readFlag() )
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material = (PxMaterial*)stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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noCorrection = stream->readFlag();
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if ( !noCorrection )
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{
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for ( S32 i = 0; i < MaxCorrectionNodes; i++ )
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stream->read( &correctionNodes[i] );
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}
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for ( S32 i = 0; i < NumMountPoints; i++ )
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stream->read( &mountPointNode[i] );
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stream->read( &waterDragScale );
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stream->read( &buoyancyDensity );
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stream->read( &angularDrag );
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stream->read( &linearDrag );
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clientOnly = stream->readFlag();
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singlePlayerOnly = stream->readFlag();
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stream->read( &breakForce );
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}
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bool PxMultiActorData::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 the stream is null, exit.
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if ( !physXStream || !physXStream[0] )
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{
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|
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] == '\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();
|
|
}
|