mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1735 lines
56 KiB
C++
1735 lines
56 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/rigidShape.h"
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#include "app/game.h"
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#include "math/mMath.h"
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#include "console/simBase.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "collision/clippedPolyList.h"
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#include "collision/planeExtractor.h"
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#include "T3D/gameBase/moveManager.h"
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#include "core/stream/bitStream.h"
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#include "core/dnet.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "ts/tsShapeInstance.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "scene/sceneManager.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "T3D/trigger.h"
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#include "T3D/item.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "sfx/sfxTypes.h"
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#include "sfx/sfxSystem.h"
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#include "T3D/fx/particleEmitter.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CO_DATABLOCK_V1(RigidShapeData);
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ConsoleDocClass( RigidShapeData,
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"@brief Defines the physics properties for an individual RigidShapeData physics object.\n\n"
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"@tsexample\n"
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" datablock RigidShapeData( BouncingBoulder )\n"
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" {\n"
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" category = \"RigidShape\";\n"
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"\n"
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" shapeFile = \"~/data/shapes/boulder/boulder.dts\";\n"
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" emap = true;\n"
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"\n"
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" // Rigid Body\n"
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" mass = 500;\n"
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" massCenter = \"0 0 0\"; // Center of mass for rigid body\n"
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" massBox = \"0 0 0\"; // Size of box used for moment of inertia,\n"
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" // if zero it defaults to object bounding box\n"
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" drag = 0.2; // Drag coefficient\n"
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" bodyFriction = 0.2;\n"
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" bodyRestitution = 0.1;\n"
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" minImpactSpeed = 5; // Impacts over this invoke the script callback\n"
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" softImpactSpeed = 5; // Play SoftImpact Sound\n"
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" hardImpactSpeed = 15; // Play HardImpact Sound\n"
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" integration = 4; // Physics integration: TickSec/Rate\n"
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" collisionTol = 0.1; // Collision distance tolerance\n"
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" contactTol = 0.1; // Contact velocity tolerance\n"
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"\n"
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" minRollSpeed = 10;\n"
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"\n"
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" maxDrag = 0.5;\n"
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" minDrag = 0.01;\n"
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"\n"
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" dustHeight = 10;\n"
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"\n"
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" dragForce = 0.05;\n"
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" vertFactor = 0.05;\n"
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" };\n"
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"@endtsexample\n\n"
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"@see RigidShape\n"
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"@see ShapeBase\n\n"
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"@ingroup Platform\n"
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);
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IMPLEMENT_CO_NETOBJECT_V1(RigidShape);
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ConsoleDocClass( RigidShape,
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"@brief The RigidShape class implements rigid-body physics for DTS objects in the world.\n\n"
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"\"Rigid body physics\" refers to a system whereby objects are assumed to have a finite size,\n"
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"equally distributed masses, and where deformations of the objects themselves are not accounted for.\n"
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"Uses the RigidShape class to control its physics.\n\n"
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"@tsexample\n"
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" datablock RigidShapeData( BouncingBoulder )\n"
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" {\n"
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" category = \"RigidShape\";\n"
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"\n"
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" shapeFile = \"~/data/shapes/boulder/boulder.dts\";\n"
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" emap = true;\n"
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"\n"
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" // Rigid Body\n"
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" mass = 500;\n"
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" massCenter = \"0 0 0\"; // Center of mass for rigid body\n"
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" massBox = \"0 0 0\"; // Size of box used for moment of inertia,\n"
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" // if zero it defaults to object bounding box\n"
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" drag = 0.2; // Drag coefficient\n"
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" bodyFriction = 0.2;\n"
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" bodyRestitution = 0.1;\n"
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" minImpactSpeed = 5; // Impacts over this invoke the script callback\n"
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" softImpactSpeed = 5; // Play SoftImpact Sound\n"
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" hardImpactSpeed = 15; // Play HardImpact Sound\n"
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" integration = 4; // Physics integration: TickSec/Rate\n"
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" collisionTol = 0.1; // Collision distance tolerance\n"
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" contactTol = 0.1; // Contact velocity tolerance\n"
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"\n"
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" minRollSpeed = 10;\n"
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"\n"
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" maxDrag = 0.5;\n"
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" minDrag = 0.01;\n"
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"\n"
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" dustHeight = 10;\n"
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"\n"
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" dragForce = 0.05;\n"
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" vertFactor = 0.05;\n"
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" };\n"
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"\n"
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" new RigidShape()\n"
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" {\n"
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" dataBlock = \"BouncingBoulder\";\n"
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" parentGroup = EWCreatorWindow.objectGroup;\n"
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" };\n"
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"@endtsexample\n\n"
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"@see RigidShapeData\n"
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"@see ShapeBase\n\n"
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"@ingroup Platform\n"
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);
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IMPLEMENT_CALLBACK( RigidShape, onEnterLiquid, void, ( const char* objId, const char* waterCoverage, const char* liquidType ),
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( objId, waterCoverage, liquidType ),
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"@brief Called whenever this RigidShape object enters liquid.\n\n"
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"@param objId The ID of the rigidShape object.\n"
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"@param waterCoverage Amount of water coverage the RigidShape has.\n"
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"@param liquidType Type of liquid that was entered.\n\n"
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"@tsexample\n"
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"// The RigidShape object falls in a body of liquid, causing the callback to occur.\n"
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"RigidShape::onEnterLiquid(%this,%objId,%waterCoverage,%liquidType)\n"
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" {\n"
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" // Code to run whenever this callback occurs.\n"
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" }\n"
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"@endtsexample\n\n"
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"@see ShapeBase\n\n"
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);
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IMPLEMENT_CALLBACK( RigidShape, onLeaveLiquid, void, ( const char* objId, const char* liquidType ),( objId, liquidType ),
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"@brief Called whenever the RigidShape object exits liquid.\n\n"
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"@param objId The ID of the RigidShape object.\n"
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"@param liquidType Type if liquid that was exited.\n\n"
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"@tsexample\n"
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"// The RigidShape object exits in a body of liquid, causing the callback to occur.\n"
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"RigidShape::onLeaveLiquid(%this,%objId,%liquidType)\n"
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" {\n"
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" // Code to run whenever this callback occurs.\n"
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" }\n"
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"@endtsexample\n\n"
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"@see ShapeBase\n\n"
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);
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//----------------------------------------------------------------------------
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namespace {
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const U32 sMoveRetryCount = 3;
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// Client prediction
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const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
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const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
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const F32 sRigidShapeGravity = -20;
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// Physics and collision constants
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static F32 sRestTol = 0.5; // % of gravity energy to be at rest
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static S32 sRestCount = 10; // Consecutive ticks before comming to rest
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const U32 sCollisionMoveMask = ( TerrainObjectType | PlayerObjectType |
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StaticShapeObjectType | VehicleObjectType |
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VehicleBlockerObjectType );
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const U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
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const U32 sClientCollisionMask = sCollisionMoveMask;
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void nonFilter(SceneObject* object,void *key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
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}
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} // namespace {}
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// Trigger objects that are not normally collided with.
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static U32 sTriggerMask = ItemObjectType |
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TriggerObjectType |
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CorpseObjectType;
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//----------------------------------------------------------------------------
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RigidShapeData::RigidShapeData()
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{
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shadowEnable = true;
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body.friction = 0;
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body.restitution = 1;
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minImpactSpeed = 25;
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softImpactSpeed = 25;
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hardImpactSpeed = 50;
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minRollSpeed = 0;
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cameraRoll = true;
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cameraLag = 0;
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cameraDecay = 0;
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cameraOffset = 0;
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minDrag = 0;
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maxDrag = 0;
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integration = 1;
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collisionTol = 0.1f;
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contactTol = 0.1f;
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massCenter.set(0,0,0);
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massBox.set(0,0,0);
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drag = 0.7f;
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density = 4;
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for (S32 i = 0; i < Body::MaxSounds; i++)
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body.sound[i] = 0;
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dustEmitter = NULL;
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dustID = 0;
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dustHeight = 1.0;
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dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
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dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
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splashFreqMod = 300.0;
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splashVelEpsilon = 0.50;
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exitSplashSoundVel = 2.0;
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softSplashSoundVel = 1.0;
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medSplashSoundVel = 2.0;
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hardSplashSoundVel = 3.0;
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dMemset(waterSound, 0, sizeof(waterSound));
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dragForce = 0;
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vertFactor = 0.25;
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dustTrailEmitter = NULL;
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dustTrailID = 0;
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}
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RigidShapeData::~RigidShapeData()
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{
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}
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//----------------------------------------------------------------------------
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bool RigidShapeData::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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return true;
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}
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bool RigidShapeData::preload(bool server, String &errorStr)
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{
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if (!Parent::preload(server, errorStr))
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return false;
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// RigidShape objects must define a collision detail
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if (!collisionDetails.size() || collisionDetails[0] == -1)
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{
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Con::errorf("RigidShapeData::preload failed: Rigid shapes must define a collision-1 detail");
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errorStr = String::ToString("RigidShapeData: Couldn't load shape \"%s\"",shapeName);
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return false;
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}
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// Resolve objects transmitted from server
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if (!server) {
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for (S32 i = 0; i < Body::MaxSounds; i++)
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sfxResolve( &body.sound[ i ], errorStr );
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}
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if( !dustEmitter && dustID != 0 )
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{
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if( !Sim::findObject( dustID, dustEmitter ) )
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{
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Con::errorf( ConsoleLogEntry::General, "RigidShapeData::preload Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID );
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}
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}
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U32 i;
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for( i=0; i<VC_NUM_SPLASH_EMITTERS; i++ )
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{
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if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
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{
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if( !Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) )
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{
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Con::errorf( ConsoleLogEntry::General, "RigidShapeData::preload Invalid packet, bad datablockId(splashEmitter): 0x%x", splashEmitterIDList[i] );
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}
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}
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}
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if (dragForce <= 0.01f)
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{
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Con::warnf("RigidShapeData::preload: dragForce must be at least 0.01");
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dragForce = 0.01f;
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}
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if (vertFactor < 0.0f || vertFactor > 1.0f)
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{
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Con::warnf("RigidShapeData::preload: vert factor must be [0, 1]");
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vertFactor = vertFactor < 0.0f ? 0.0f : 1.0f;
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}
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if( !dustTrailEmitter && dustTrailID != 0 )
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{
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if( !Sim::findObject( dustTrailID, dustTrailEmitter ) )
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{
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Con::errorf( ConsoleLogEntry::General, "RigidShapeData::preload Invalid packet, bad datablockId(dustTrailEmitter): 0x%x", dustTrailID );
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------
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void RigidShapeData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write(body.restitution);
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stream->write(body.friction);
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for( U32 i = 0; i < Body::MaxSounds; ++ i )
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sfxWrite( stream, body.sound[ i ] );
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stream->write(minImpactSpeed);
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stream->write(softImpactSpeed);
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stream->write(hardImpactSpeed);
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stream->write(minRollSpeed);
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stream->write(maxDrag);
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stream->write(minDrag);
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stream->write(integration);
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stream->write(collisionTol);
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stream->write(contactTol);
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mathWrite(*stream,massCenter);
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mathWrite(*stream,massBox);
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stream->writeFlag(cameraRoll);
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stream->write(cameraLag);
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stream->write(cameraDecay);
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stream->write(cameraOffset);
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stream->write( dustHeight );
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stream->write(exitSplashSoundVel);
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stream->write(softSplashSoundVel);
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stream->write(medSplashSoundVel);
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stream->write(hardSplashSoundVel);
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// write the water sound profiles
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for( U32 i = 0; i < MaxSounds; ++ i )
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sfxWrite( stream, waterSound[ i ] );
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if (stream->writeFlag( dustEmitter ))
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stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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for( U32 i = 0; i < VC_NUM_SPLASH_EMITTERS; ++ i )
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{
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if( stream->writeFlag( splashEmitterList[i] != NULL ) )
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stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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stream->write(splashFreqMod);
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stream->write(splashVelEpsilon);
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stream->write(dragForce);
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stream->write(vertFactor);
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if (stream->writeFlag( dustTrailEmitter ))
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stream->writeRangedU32( dustTrailEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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void RigidShapeData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read(&body.restitution);
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stream->read(&body.friction);
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for( U32 i = 0; i < Body::MaxSounds; i++)
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sfxRead( stream, &body.sound[ i ] );
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stream->read(&minImpactSpeed);
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stream->read(&softImpactSpeed);
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stream->read(&hardImpactSpeed);
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stream->read(&minRollSpeed);
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stream->read(&maxDrag);
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stream->read(&minDrag);
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stream->read(&integration);
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stream->read(&collisionTol);
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stream->read(&contactTol);
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mathRead(*stream,&massCenter);
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mathRead(*stream,&massBox);
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cameraRoll = stream->readFlag();
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stream->read(&cameraLag);
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stream->read(&cameraDecay);
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stream->read(&cameraOffset);
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stream->read( &dustHeight );
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stream->read(&exitSplashSoundVel);
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stream->read(&softSplashSoundVel);
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stream->read(&medSplashSoundVel);
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stream->read(&hardSplashSoundVel);
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// write the water sound profiles
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for( U32 i = 0; i < MaxSounds; ++ i )
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sfxRead( stream, &waterSound[ i ] );
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if( stream->readFlag() )
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dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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for( U32 i = 0; i < VC_NUM_SPLASH_EMITTERS; ++ i )
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{
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if( stream->readFlag() )
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splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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}
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stream->read(&splashFreqMod);
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stream->read(&splashVelEpsilon);
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stream->read(&dragForce);
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stream->read(&vertFactor);
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if( stream->readFlag() )
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dustTrailID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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}
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//----------------------------------------------------------------------------
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void RigidShapeData::initPersistFields()
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{
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addField("massCenter", TypePoint3F, Offset(massCenter, RigidShapeData), "Center of mass for rigid body.");
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addField("massBox", TypePoint3F, Offset(massBox, RigidShapeData), "Size of inertial box.");
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addField("bodyRestitution", TypeF32, Offset(body.restitution, RigidShapeData), "The percentage of kinetic energy kept by this object in a collision.");
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addField("bodyFriction", TypeF32, Offset(body.friction, RigidShapeData), "How much friction this object has. Lower values will cause the object to appear to be more slippery.");
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addField("minImpactSpeed", TypeF32, Offset(minImpactSpeed, RigidShapeData),
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"Minimum collision speed to classify collision as impact (triggers onImpact on server object)." );
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addField("softImpactSpeed", TypeF32, Offset(softImpactSpeed, RigidShapeData), "Minimum speed at which this object must be travelling for the soft impact sound to be played.");
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addField("hardImpactSpeed", TypeF32, Offset(hardImpactSpeed, RigidShapeData), "Minimum speed at which the object must be travelling for the hard impact sound to be played.");
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addField("minRollSpeed", TypeF32, Offset(minRollSpeed, RigidShapeData));
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|
|
|
addField("maxDrag", TypeF32, Offset(maxDrag, RigidShapeData), "Maximum drag available to this object.");
|
|
addField("minDrag", TypeF32, Offset(minDrag, RigidShapeData), "Minimum drag available to this object.");
|
|
addField("integration", TypeS32, Offset(integration, RigidShapeData), "Number of physics steps to process per tick.");
|
|
addField("collisionTol", TypeF32, Offset(collisionTol, RigidShapeData), "Collision distance tolerance.");
|
|
addField("contactTol", TypeF32, Offset(contactTol, RigidShapeData), "Contact velocity tolerance.");
|
|
|
|
addGroup( "Forces" );
|
|
|
|
addField("dragForce", TypeF32, Offset(dragForce, RigidShapeData), "Used to simulate the constant drag acting on the object");
|
|
addField("vertFactor", TypeF32, Offset(vertFactor, RigidShapeData), "The scalar applied to the vertical portion of the velocity drag acting on a object.");
|
|
|
|
endGroup( "Forces" );
|
|
|
|
addGroup( "Particle Effects" );
|
|
|
|
addField("dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, RigidShapeData), "Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at object/terrain contact point.\n");
|
|
addField("triggerDustHeight", TypeF32, Offset(triggerDustHeight, RigidShapeData), "Maximum height from the ground at which the object will generate dust.\n");
|
|
addField("dustHeight", TypeF32, Offset(dustHeight, RigidShapeData), "Height of dust effects.\n");
|
|
|
|
addField("dustTrailEmitter", TYPEID< ParticleEmitterData >(), Offset(dustTrailEmitter, RigidShapeData), "Particle emitter used to create a dust trail for the moving object.\n");
|
|
|
|
addField("splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, RigidShapeData), VC_NUM_SPLASH_EMITTERS, "Array of pointers to ParticleEmitterData datablocks which will generate splash effects.\n");
|
|
|
|
addField("splashFreqMod", TypeF32, Offset(splashFreqMod, RigidShapeData), "The simulated frequency modulation of a splash generated by this object. Multiplied along with speed and time elapsed when determining splash emition rate.\n");
|
|
addField("splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, RigidShapeData), "The threshold speed at which we consider the object's movement to have stopped when updating splash effects.\n");
|
|
|
|
endGroup( "Particle Effects" );
|
|
|
|
addGroup( "Sounds" );
|
|
|
|
addField("softImpactSound", TypeSFXTrackName, Offset(body.sound[Body::SoftImpactSound], RigidShapeData),
|
|
"Sound to play when body impacts with at least softImageSpeed but less than hardImpactSpeed." );
|
|
addField("hardImpactSound", TypeSFXTrackName, Offset(body.sound[Body::HardImpactSound], RigidShapeData),
|
|
"Sound to play when body impacts with at least hardImpactSpeed." );
|
|
|
|
addField("exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, RigidShapeData), "The minimum velocity at which the exit splash sound will be played when emerging from water.\n");
|
|
addField("softSplashSoundVelocity", TypeF32, Offset(softSplashSoundVel, RigidShapeData),"The minimum velocity at which the soft splash sound will be played when impacting water.\n");
|
|
addField("mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, RigidShapeData), "The minimum velocity at which the medium splash sound will be played when impacting water.\n");
|
|
addField("hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, RigidShapeData), "The minimum velocity at which the hard splash sound will be played when impacting water.\n");
|
|
addField("exitingWater", TypeSFXTrackName, Offset(waterSound[ExitWater], RigidShapeData), "The AudioProfile will be used to produce sounds when emerging from water.\n");
|
|
addField("impactWaterEasy", TypeSFXTrackName, Offset(waterSound[ImpactSoft], RigidShapeData), "The AudioProfile will be used to produce sounds when a soft impact with water occurs.\n");
|
|
addField("impactWaterMedium", TypeSFXTrackName, Offset(waterSound[ImpactMedium], RigidShapeData), "The AudioProfile will be used to produce sounds when a medium impact with water occurs.\n");
|
|
addField("impactWaterHard", TypeSFXTrackName, Offset(waterSound[ImpactHard], RigidShapeData), "The AudioProfile will be used to produce sounds when a hard impact with water occurs.\n");
|
|
addField("waterWakeSound", TypeSFXTrackName, Offset(waterSound[Wake], RigidShapeData), "The AudioProfile will be used to produce sounds when a water wake is displayed.\n");
|
|
|
|
endGroup( "Sounds" );
|
|
|
|
addGroup( "Camera" );
|
|
|
|
addField("cameraRoll", TypeBool, Offset(cameraRoll, RigidShapeData), "Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates.\n");
|
|
addField("cameraLag", TypeF32, Offset(cameraLag, RigidShapeData), "Scalar amount by which the third person camera lags the object, relative to the object's linear velocity.\n");
|
|
addField("cameraDecay", TypeF32, Offset(cameraDecay, RigidShapeData), "Scalar rate at which the third person camera offset decays, per tick.\n");
|
|
addField("cameraOffset", TypeF32, Offset(cameraOffset, RigidShapeData), "The vertical offset of the object's camera.\n");
|
|
|
|
endGroup( "Camera" );
|
|
|
|
Parent::initPersistFields();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
RigidShape::RigidShape()
|
|
{
|
|
|
|
mNetFlags.set(Ghostable);
|
|
|
|
mDustTrailEmitter = NULL;
|
|
|
|
mDataBlock = 0;
|
|
// [rene, 27-Apr-11] WTH is a RigidShape a vehicle???
|
|
mTypeMask |= VehicleObjectType | DynamicShapeObjectType;
|
|
|
|
mDelta.pos = Point3F(0,0,0);
|
|
mDelta.posVec = Point3F(0,0,0);
|
|
mDelta.warpTicks = mDelta.warpCount = 0;
|
|
mDelta.dt = 1;
|
|
mDelta.move = NullMove;
|
|
mPredictionCount = 0;
|
|
mDelta.cameraOffset.set(0,0,0);
|
|
mDelta.cameraVec.set(0,0,0);
|
|
mDelta.cameraRot.set(0,0,0);
|
|
mDelta.cameraRotVec.set(0,0,0);
|
|
|
|
mRigid.linPosition.set(0, 0, 0);
|
|
mRigid.linVelocity.set(0, 0, 0);
|
|
mRigid.angPosition.identity();
|
|
mRigid.angVelocity.set(0, 0, 0);
|
|
mRigid.linMomentum.set(0, 0, 0);
|
|
mRigid.angMomentum.set(0, 0, 0);
|
|
mContacts.clear();
|
|
|
|
mCameraOffset.set(0,0,0);
|
|
|
|
dMemset( mDustEmitterList, 0, sizeof( mDustEmitterList ) );
|
|
dMemset( mSplashEmitterList, 0, sizeof( mSplashEmitterList ) );
|
|
|
|
mDisableMove = false; // start frozen by default
|
|
restCount = 0;
|
|
|
|
inLiquid = false;
|
|
}
|
|
|
|
RigidShape::~RigidShape()
|
|
{
|
|
//
|
|
}
|
|
|
|
U32 RigidShape::getCollisionMask()
|
|
{
|
|
if (isServerObject())
|
|
return sServerCollisionMask;
|
|
else
|
|
return sClientCollisionMask;
|
|
}
|
|
|
|
Point3F RigidShape::getVelocity() const
|
|
{
|
|
return mRigid.linVelocity;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool RigidShape::onAdd()
|
|
{
|
|
if (!Parent::onAdd())
|
|
return false;
|
|
|
|
// When loading from a mission script, the base SceneObject's transform
|
|
// will have been set and needs to be transfered to the rigid body.
|
|
mRigid.setTransform(mObjToWorld);
|
|
|
|
// Initialize interpolation vars.
|
|
mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
|
|
mDelta.pos = mRigid.linPosition;
|
|
mDelta.posVec = Point3F(0,0,0);
|
|
|
|
// Create Emitters on the client
|
|
if( isClientObject() )
|
|
{
|
|
if( mDataBlock->dustEmitter )
|
|
{
|
|
for( U32 i=0; i<RigidShapeData::VC_NUM_DUST_EMITTERS; i++ )
|
|
{
|
|
mDustEmitterList[i] = new ParticleEmitter;
|
|
mDustEmitterList[i]->onNewDataBlock( mDataBlock->dustEmitter, false );
|
|
if( !mDustEmitterList[i]->registerObject() )
|
|
{
|
|
Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
|
|
delete mDustEmitterList[i];
|
|
mDustEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
for( U32 j=0; j<RigidShapeData::VC_NUM_SPLASH_EMITTERS; j++ )
|
|
{
|
|
if( mDataBlock->splashEmitterList[j] )
|
|
{
|
|
mSplashEmitterList[j] = new ParticleEmitter;
|
|
mSplashEmitterList[j]->onNewDataBlock( mDataBlock->splashEmitterList[j], false );
|
|
if( !mSplashEmitterList[j]->registerObject() )
|
|
{
|
|
Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
|
|
delete mSplashEmitterList[j];
|
|
mSplashEmitterList[j] = NULL;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a new convex.
|
|
AssertFatal(mDataBlock->collisionDetails[0] != -1, "Error, a rigid shape must have a collision-1 detail!");
|
|
mConvex.mObject = this;
|
|
mConvex.pShapeBase = this;
|
|
mConvex.hullId = 0;
|
|
mConvex.box = mObjBox;
|
|
mConvex.box.minExtents.convolve(mObjScale);
|
|
mConvex.box.maxExtents.convolve(mObjScale);
|
|
mConvex.findNodeTransform();
|
|
|
|
addToScene();
|
|
|
|
|
|
if( !isServerObject() )
|
|
{
|
|
if( mDataBlock->dustTrailEmitter )
|
|
{
|
|
mDustTrailEmitter = new ParticleEmitter;
|
|
mDustTrailEmitter->onNewDataBlock( mDataBlock->dustTrailEmitter, false );
|
|
if( !mDustTrailEmitter->registerObject() )
|
|
{
|
|
Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
|
|
delete mDustTrailEmitter;
|
|
mDustTrailEmitter = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (isServerObject())
|
|
scriptOnAdd();
|
|
|
|
return true;
|
|
}
|
|
|
|
void RigidShape::onRemove()
|
|
{
|
|
scriptOnRemove();
|
|
removeFromScene();
|
|
|
|
U32 i=0;
|
|
for( i=0; i<RigidShapeData::VC_NUM_DUST_EMITTERS; i++ )
|
|
{
|
|
if( mDustEmitterList[i] )
|
|
{
|
|
mDustEmitterList[i]->deleteWhenEmpty();
|
|
mDustEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
|
|
for( i=0; i<RigidShapeData::VC_NUM_SPLASH_EMITTERS; i++ )
|
|
{
|
|
if( mSplashEmitterList[i] )
|
|
{
|
|
mSplashEmitterList[i]->deleteWhenEmpty();
|
|
mSplashEmitterList[i] = NULL;
|
|
}
|
|
}
|
|
|
|
Parent::onRemove();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::processTick(const Move* move)
|
|
{
|
|
Parent::processTick(move);
|
|
|
|
// Warp to catch up to server
|
|
if (mDelta.warpCount < mDelta.warpTicks)
|
|
{
|
|
mDelta.warpCount++;
|
|
|
|
// Set new pos.
|
|
mObjToWorld.getColumn(3,&mDelta.pos);
|
|
mDelta.pos += mDelta.warpOffset;
|
|
mDelta.rot[0] = mDelta.rot[1];
|
|
mDelta.rot[1].interpolate(mDelta.warpRot[0],mDelta.warpRot[1],F32(mDelta.warpCount)/mDelta.warpTicks);
|
|
setPosition(mDelta.pos,mDelta.rot[1]);
|
|
|
|
// Pos backstepping
|
|
mDelta.posVec.x = -mDelta.warpOffset.x;
|
|
mDelta.posVec.y = -mDelta.warpOffset.y;
|
|
mDelta.posVec.z = -mDelta.warpOffset.z;
|
|
}
|
|
else
|
|
{
|
|
if (!move)
|
|
{
|
|
if (isGhost())
|
|
{
|
|
// If we haven't run out of prediction time,
|
|
// predict using the last known move.
|
|
if (mPredictionCount-- <= 0)
|
|
return;
|
|
move = &mDelta.move;
|
|
}
|
|
else
|
|
move = &NullMove;
|
|
}
|
|
|
|
// Process input move
|
|
updateMove(move);
|
|
|
|
// Save current rigid state interpolation
|
|
mDelta.posVec = mRigid.linPosition;
|
|
mDelta.rot[0] = mRigid.angPosition;
|
|
|
|
// Update the physics based on the integration rate
|
|
S32 count = mDataBlock->integration;
|
|
if (!mDisableMove)
|
|
updateWorkingCollisionSet(getCollisionMask());
|
|
for (U32 i = 0; i < count; i++)
|
|
updatePos(TickSec / count);
|
|
|
|
// Wrap up interpolation info
|
|
mDelta.pos = mRigid.linPosition;
|
|
mDelta.posVec -= mRigid.linPosition;
|
|
mDelta.rot[1] = mRigid.angPosition;
|
|
|
|
// Update container database
|
|
setPosition(mRigid.linPosition, mRigid.angPosition);
|
|
setMaskBits(PositionMask);
|
|
updateContainer();
|
|
}
|
|
}
|
|
|
|
void RigidShape::interpolateTick(F32 dt)
|
|
{
|
|
Parent::interpolateTick(dt);
|
|
|
|
if(dt == 0.0f)
|
|
setRenderPosition(mDelta.pos, mDelta.rot[1]);
|
|
else
|
|
{
|
|
QuatF rot;
|
|
rot.interpolate(mDelta.rot[1], mDelta.rot[0], dt);
|
|
Point3F pos = mDelta.pos + mDelta.posVec * dt;
|
|
setRenderPosition(pos,rot);
|
|
}
|
|
mDelta.dt = dt;
|
|
}
|
|
|
|
void RigidShape::advanceTime(F32 dt)
|
|
{
|
|
Parent::advanceTime(dt);
|
|
|
|
updateFroth(dt);
|
|
|
|
// Update 3rd person camera offset. Camera update is done
|
|
// here as it's a client side only animation.
|
|
mCameraOffset -=
|
|
(mCameraOffset * mDataBlock->cameraDecay +
|
|
mRigid.linVelocity * mDataBlock->cameraLag) * dt;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool RigidShape::onNewDataBlock(GameBaseData* dptr, bool reload)
|
|
{
|
|
mDataBlock = dynamic_cast<RigidShapeData*>(dptr);
|
|
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
|
|
return false;
|
|
|
|
// Update Rigid Info
|
|
mRigid.mass = mDataBlock->mass;
|
|
mRigid.oneOverMass = 1 / mRigid.mass;
|
|
mRigid.friction = mDataBlock->body.friction;
|
|
mRigid.restitution = mDataBlock->body.restitution;
|
|
mRigid.setCenterOfMass(mDataBlock->massCenter);
|
|
|
|
// Ignores massBox, just set sphere for now. Derived objects
|
|
// can set what they want.
|
|
mRigid.setObjectInertia();
|
|
|
|
scriptOnNewDataBlock();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
|
|
{
|
|
*min = mDataBlock->cameraMinDist;
|
|
*max = mDataBlock->cameraMaxDist;
|
|
|
|
off->set(0,0,mDataBlock->cameraOffset);
|
|
rot->identity();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::getCameraTransform(F32* pos,MatrixF* mat)
|
|
{
|
|
// Returns camera to world space transform
|
|
// Handles first person / third person camera position
|
|
if (isServerObject() && mShapeInstance)
|
|
mShapeInstance->animateNodeSubtrees(true);
|
|
|
|
if (*pos == 0)
|
|
{
|
|
getRenderEyeTransform(mat);
|
|
return;
|
|
}
|
|
|
|
// Get the shape's camera parameters.
|
|
F32 min,max;
|
|
MatrixF rot;
|
|
Point3F offset;
|
|
getCameraParameters(&min,&max,&offset,&rot);
|
|
|
|
// Start with the current eye position
|
|
MatrixF eye;
|
|
getRenderEyeTransform(&eye);
|
|
|
|
// Build a transform that points along the eye axis
|
|
// but where the Z axis is always up.
|
|
if (mDataBlock->cameraRoll)
|
|
mat->mul(eye,rot);
|
|
else
|
|
{
|
|
MatrixF cam(1);
|
|
VectorF x,y,z(0,0,1);
|
|
eye.getColumn(1, &y);
|
|
|
|
mCross(y, z, &x);
|
|
x.normalize();
|
|
mCross(x, y, &z);
|
|
z.normalize();
|
|
|
|
cam.setColumn(0,x);
|
|
cam.setColumn(1,y);
|
|
cam.setColumn(2,z);
|
|
mat->mul(cam,rot);
|
|
}
|
|
|
|
// Camera is positioned straight back along the eye's -Y axis.
|
|
// A ray is cast to make sure the camera doesn't go through
|
|
// anything solid.
|
|
VectorF vp,vec;
|
|
vp.x = vp.z = 0;
|
|
vp.y = -(max - min) * *pos;
|
|
eye.mulV(vp,&vec);
|
|
|
|
// Use the camera node as the starting position if it exists.
|
|
Point3F osp,sp;
|
|
if (mDataBlock->cameraNode != -1)
|
|
{
|
|
mShapeInstance->mNodeTransforms[mDataBlock->cameraNode].getColumn(3,&osp);
|
|
getRenderTransform().mulP(osp,&sp);
|
|
}
|
|
else
|
|
eye.getColumn(3,&sp);
|
|
|
|
// Make sure we don't hit ourself...
|
|
disableCollision();
|
|
if (isMounted())
|
|
getObjectMount()->disableCollision();
|
|
|
|
// Cast the ray into the container database to see if we're going
|
|
// to hit anything.
|
|
RayInfo collision;
|
|
Point3F ep = sp + vec + offset + mCameraOffset;
|
|
if (mContainer->castRay(sp, ep,
|
|
~(WaterObjectType | GameBaseObjectType | DefaultObjectType),
|
|
&collision) == true)
|
|
{
|
|
|
|
// Shift the collision point back a little to try and
|
|
// avoid clipping against the front camera plane.
|
|
F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
|
|
if (t > 0.0f)
|
|
ep = sp + offset + mCameraOffset + (vec * t);
|
|
else
|
|
eye.getColumn(3,&ep);
|
|
}
|
|
mat->setColumn(3,ep);
|
|
|
|
// Re-enable our collision.
|
|
if (isMounted())
|
|
getObjectMount()->enableCollision();
|
|
enableCollision();
|
|
|
|
// Apply Camera FX.
|
|
mat->mul( gCamFXMgr.getTrans() );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::getVelocity(const Point3F& r, Point3F* v)
|
|
{
|
|
mRigid.getVelocity(r, v);
|
|
}
|
|
|
|
void RigidShape::applyImpulse(const Point3F &pos, const Point3F &impulse)
|
|
{
|
|
Point3F r;
|
|
mRigid.getOriginVector(pos,&r);
|
|
mRigid.applyImpulse(r, impulse);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::updateMove(const Move* move)
|
|
{
|
|
mDelta.move = *move;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::setPosition(const Point3F& pos,const QuatF& rot)
|
|
{
|
|
MatrixF mat;
|
|
rot.setMatrix(&mat);
|
|
mat.setColumn(3,pos);
|
|
Parent::setTransform(mat);
|
|
}
|
|
|
|
void RigidShape::setRenderPosition(const Point3F& pos, const QuatF& rot)
|
|
{
|
|
MatrixF mat;
|
|
rot.setMatrix(&mat);
|
|
mat.setColumn(3,pos);
|
|
Parent::setRenderTransform(mat);
|
|
}
|
|
|
|
void RigidShape::setTransform(const MatrixF& newMat)
|
|
{
|
|
mRigid.setTransform(newMat);
|
|
Parent::setTransform(newMat);
|
|
mRigid.atRest = false;
|
|
mContacts.clear();
|
|
}
|
|
|
|
void RigidShape::forceClientTransform()
|
|
{
|
|
setMaskBits(ForceMoveMask);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void RigidShape::disableCollision()
|
|
{
|
|
Parent::disableCollision();
|
|
}
|
|
|
|
void RigidShape::enableCollision()
|
|
{
|
|
Parent::enableCollision();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Update the physics
|
|
*/
|
|
|
|
void RigidShape::updatePos(F32 dt)
|
|
{
|
|
Point3F origVelocity = mRigid.linVelocity;
|
|
|
|
// Update internal forces acting on the body.
|
|
mRigid.clearForces();
|
|
updateForces(dt);
|
|
|
|
// Update collision information based on our current pos.
|
|
bool collided = false;
|
|
if (!mRigid.atRest && !mDisableMove)
|
|
{
|
|
collided = updateCollision(dt);
|
|
|
|
// Now that all the forces have been processed, lets
|
|
// see if we're at rest. Basically, if the kinetic energy of
|
|
// the shape is less than some percentage of the energy added
|
|
// by gravity for a short period, we're considered at rest.
|
|
// This should really be part of the rigid class...
|
|
if (mCollisionList.getCount())
|
|
{
|
|
F32 k = mRigid.getKineticEnergy();
|
|
F32 G = sRigidShapeGravity * dt;
|
|
F32 Kg = 0.5 * mRigid.mass * G * G;
|
|
if (k < sRestTol * Kg && ++restCount > sRestCount)
|
|
mRigid.setAtRest();
|
|
}
|
|
else
|
|
restCount = 0;
|
|
}
|
|
|
|
// Integrate forward
|
|
if (!mRigid.atRest && !mDisableMove)
|
|
mRigid.integrate(dt);
|
|
|
|
// Deal with client and server scripting, sounds, etc.
|
|
if (isServerObject())
|
|
{
|
|
|
|
// Check triggers and other objects that we normally don't
|
|
// collide with. This function must be called before notifyCollision
|
|
// as it will queue collision.
|
|
checkTriggers();
|
|
|
|
// Invoke the onCollision notify callback for all the objects
|
|
// we've just hit.
|
|
notifyCollision();
|
|
|
|
// Server side impact script callback
|
|
if (collided)
|
|
{
|
|
VectorF collVec = mRigid.linVelocity - origVelocity;
|
|
F32 collSpeed = collVec.len();
|
|
if (collSpeed > mDataBlock->minImpactSpeed)
|
|
onImpact(collVec);
|
|
}
|
|
|
|
// Water script callbacks
|
|
if (!inLiquid && mWaterCoverage != 0.0f)
|
|
{
|
|
onEnterLiquid_callback(getIdString(), Con::getFloatArg(mWaterCoverage), mLiquidType.c_str() );
|
|
inLiquid = true;
|
|
}
|
|
else if (inLiquid && mWaterCoverage == 0.0f)
|
|
{
|
|
onLeaveLiquid_callback(getIdString(), mLiquidType.c_str() );
|
|
inLiquid = false;
|
|
}
|
|
|
|
}
|
|
else {
|
|
|
|
// Play impact sounds on the client.
|
|
if (collided) {
|
|
F32 collSpeed = (mRigid.linVelocity - origVelocity).len();
|
|
S32 impactSound = -1;
|
|
if (collSpeed >= mDataBlock->hardImpactSpeed)
|
|
impactSound = RigidShapeData::Body::HardImpactSound;
|
|
else
|
|
if (collSpeed >= mDataBlock->softImpactSpeed)
|
|
impactSound = RigidShapeData::Body::SoftImpactSound;
|
|
|
|
if (impactSound != -1 && mDataBlock->body.sound[impactSound] != NULL)
|
|
SFX->playOnce(mDataBlock->body.sound[impactSound], &getTransform());
|
|
}
|
|
|
|
// Water volume sounds
|
|
F32 vSpeed = getVelocity().len();
|
|
if (!inLiquid && mWaterCoverage >= 0.8f) {
|
|
if (vSpeed >= mDataBlock->hardSplashSoundVel)
|
|
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ImpactHard], &getTransform());
|
|
else
|
|
if (vSpeed >= mDataBlock->medSplashSoundVel)
|
|
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ImpactMedium], &getTransform());
|
|
else
|
|
if (vSpeed >= mDataBlock->softSplashSoundVel)
|
|
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ImpactSoft], &getTransform());
|
|
inLiquid = true;
|
|
}
|
|
else
|
|
if(inLiquid && mWaterCoverage < 0.8f) {
|
|
if (vSpeed >= mDataBlock->exitSplashSoundVel)
|
|
SFX->playOnce(mDataBlock->waterSound[RigidShapeData::ExitWater], &getTransform());
|
|
inLiquid = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::updateForces(F32 /*dt*/)
|
|
{
|
|
Point3F gravForce(0, 0, sRigidShapeGravity * mRigid.mass * mGravityMod);
|
|
|
|
MatrixF currTransform;
|
|
mRigid.getTransform(&currTransform);
|
|
mRigid.atRest = false;
|
|
|
|
Point3F torque(0, 0, 0);
|
|
Point3F force(0, 0, 0);
|
|
|
|
Point3F vel = mRigid.linVelocity;
|
|
|
|
// Gravity
|
|
force += gravForce;
|
|
|
|
// Apply drag
|
|
Point3F vDrag = mRigid.linVelocity;
|
|
vDrag.convolve(Point3F(1, 1, mDataBlock->vertFactor));
|
|
force -= vDrag * mDataBlock->dragForce;
|
|
|
|
// Add in physical zone force
|
|
force += mAppliedForce;
|
|
|
|
// Container buoyancy & drag
|
|
force += Point3F(0, 0,-mBuoyancy * sRigidShapeGravity * mRigid.mass * mGravityMod);
|
|
force -= mRigid.linVelocity * mDrag;
|
|
torque -= mRigid.angMomentum * mDrag;
|
|
|
|
mRigid.force = force;
|
|
mRigid.torque = torque;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/** Update collision information
|
|
Update the convex state and check for collisions. If the object is in
|
|
collision, impact and contact forces are generated.
|
|
*/
|
|
|
|
bool RigidShape::updateCollision(F32 dt)
|
|
{
|
|
// Update collision information
|
|
MatrixF mat,cmat;
|
|
mConvex.transform = &mat;
|
|
mRigid.getTransform(&mat);
|
|
cmat = mConvex.getTransform();
|
|
|
|
mCollisionList.clear();
|
|
CollisionState *state = mConvex.findClosestState(cmat, getScale(), mDataBlock->collisionTol);
|
|
if (state && state->dist <= mDataBlock->collisionTol)
|
|
{
|
|
//resolveDisplacement(ns,state,dt);
|
|
mConvex.getCollisionInfo(cmat, getScale(), &mCollisionList, mDataBlock->collisionTol);
|
|
}
|
|
|
|
// Resolve collisions
|
|
bool collided = resolveCollision(mRigid,mCollisionList);
|
|
resolveContacts(mRigid,mCollisionList,dt);
|
|
return collided;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Resolve collision impacts
|
|
Handle collision impacts, as opposed to contacts. Impulses are calculated based
|
|
on standard collision resolution formulas.
|
|
*/
|
|
bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
|
|
{
|
|
// Apply impulses to resolve collision
|
|
bool colliding, collided = false;
|
|
|
|
do
|
|
{
|
|
colliding = false;
|
|
for (S32 i = 0; i < cList.getCount(); i++)
|
|
{
|
|
Collision& c = cList[i];
|
|
if (c.distance < mDataBlock->collisionTol)
|
|
{
|
|
// Velocity into surface
|
|
Point3F v,r;
|
|
ns.getOriginVector(c.point,&r);
|
|
ns.getVelocity(r,&v);
|
|
F32 vn = mDot(v,c.normal);
|
|
|
|
// Only interested in velocities greater than sContactTol,
|
|
// velocities less than that will be dealt with as contacts
|
|
// "constraints".
|
|
if (vn < -mDataBlock->contactTol)
|
|
{
|
|
|
|
// Apply impulses to the rigid body to keep it from
|
|
// penetrating the surface.
|
|
ns.resolveCollision(cList[i].point,
|
|
cList[i].normal);
|
|
colliding = collided = true;
|
|
|
|
// Keep track of objects we collide with
|
|
if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
|
|
{
|
|
ShapeBase* col = static_cast<ShapeBase*>(c.object);
|
|
queueCollision(col,v - col->getVelocity());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} while (colliding);
|
|
|
|
return collided;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Resolve contact forces
|
|
Resolve contact forces using the "penalty" method. Forces are generated based
|
|
on the depth of penetration and the moment of inertia at the point of contact.
|
|
*/
|
|
bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
|
|
{
|
|
// Use spring forces to manage contact constraints.
|
|
bool collided = false;
|
|
Point3F t,p(0,0,0),l(0,0,0);
|
|
for (S32 i = 0; i < cList.getCount(); i++)
|
|
{
|
|
Collision& c = cList[i];
|
|
if (c.distance < mDataBlock->collisionTol)
|
|
{
|
|
|
|
// Velocity into the surface
|
|
Point3F v,r;
|
|
ns.getOriginVector(c.point,&r);
|
|
ns.getVelocity(r,&v);
|
|
F32 vn = mDot(v,c.normal);
|
|
|
|
// Only interested in velocities less than mDataBlock->contactTol,
|
|
// velocities greater than that are dealt with as collisions.
|
|
if (mFabs(vn) < mDataBlock->contactTol)
|
|
{
|
|
collided = true;
|
|
|
|
// Penetration force. This is actually a spring which
|
|
// will seperate the body from the collision surface.
|
|
F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
|
|
F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
|
|
Point3F f = c.normal * s;
|
|
|
|
// Friction impulse, calculated as a function of the
|
|
// amount of force it would take to stop the motion
|
|
// perpendicular to the normal.
|
|
Point3F uv = v - (c.normal * vn);
|
|
F32 ul = uv.len();
|
|
if (s > 0 && ul)
|
|
{
|
|
uv /= -ul;
|
|
F32 u = ul * ns.getZeroImpulse(r,uv);
|
|
s *= mRigid.friction;
|
|
if (u > s)
|
|
u = s;
|
|
f += uv * u;
|
|
}
|
|
|
|
// Accumulate forces
|
|
p += f;
|
|
mCross(r,f,&t);
|
|
l += t;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Contact constraint forces act over time...
|
|
ns.linMomentum += p * dt;
|
|
ns.angMomentum += l * dt;
|
|
ns.updateVelocity();
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool RigidShape::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
|
|
{
|
|
SceneObject* obj = (state->a->getObject() == this)?
|
|
state->b->getObject(): state->a->getObject();
|
|
|
|
if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
|
|
{
|
|
// Try to displace the object by the amount we're trying to move
|
|
Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1f;
|
|
Point3F objOldMom = obj->getMomentum();
|
|
Point3F objNewVel = objNewMom / obj->getMass();
|
|
|
|
Point3F myCenter;
|
|
Point3F theirCenter;
|
|
getWorldBox().getCenter(&myCenter);
|
|
obj->getWorldBox().getCenter(&theirCenter);
|
|
if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
|
|
{
|
|
objNewMom = (theirCenter - myCenter);
|
|
objNewMom.normalize();
|
|
objNewMom *= 1.0f * obj->getMass();
|
|
objNewVel = objNewMom / obj->getMass();
|
|
}
|
|
|
|
obj->setMomentum(objNewMom);
|
|
if (obj->displaceObject(objNewVel * 1.1f * dt) == true)
|
|
{
|
|
// Queue collision and change in velocity
|
|
VectorF dv = (objOldMom - objNewMom) / obj->getMass();
|
|
queueCollision(static_cast<ShapeBase*>(obj), dv);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::updateWorkingCollisionSet(const U32 mask)
|
|
{
|
|
Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
|
|
F32 len = (mRigid.linVelocity.len() + 50) * TickSec;
|
|
F32 l = (len * 1.1) + 0.1; // fudge factor
|
|
convexBox.minExtents -= Point3F(l, l, l);
|
|
convexBox.maxExtents += Point3F(l, l, l);
|
|
|
|
disableCollision();
|
|
mConvex.updateWorkingList(convexBox, mask);
|
|
enableCollision();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/** Check collisions with trigger and items
|
|
Perform a container search using the current bounding box
|
|
of the main body, wheels are not included. This method should
|
|
only be called on the server.
|
|
*/
|
|
void RigidShape::checkTriggers()
|
|
{
|
|
Box3F bbox = mConvex.getBoundingBox(getTransform(), getScale());
|
|
gServerContainer.findObjects(bbox,sTriggerMask,findCallback,this);
|
|
}
|
|
|
|
/** The callback used in by the checkTriggers() method.
|
|
The checkTriggers method uses a container search which will
|
|
invoke this callback on each obj that matches.
|
|
*/
|
|
void RigidShape::findCallback(SceneObject* obj,void *key)
|
|
{
|
|
RigidShape* shape = reinterpret_cast<RigidShape*>(key);
|
|
U32 objectMask = obj->getTypeMask();
|
|
|
|
// Check: triggers, corpses and items, basically the same things
|
|
// that the player class checks for
|
|
if (objectMask & TriggerObjectType) {
|
|
Trigger* pTrigger = static_cast<Trigger*>(obj);
|
|
pTrigger->potentialEnterObject(shape);
|
|
}
|
|
else if (objectMask & CorpseObjectType) {
|
|
ShapeBase* col = static_cast<ShapeBase*>(obj);
|
|
shape->queueCollision(col,shape->getVelocity() - col->getVelocity());
|
|
}
|
|
else if (objectMask & ItemObjectType) {
|
|
Item* item = static_cast<Item*>(obj);
|
|
if (shape != item->getCollisionObject())
|
|
shape->queueCollision(item,shape->getVelocity() - item->getVelocity());
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::writePacketData(GameConnection *connection, BitStream *stream)
|
|
{
|
|
Parent::writePacketData(connection, stream);
|
|
|
|
mathWrite(*stream, mRigid.linPosition);
|
|
mathWrite(*stream, mRigid.angPosition);
|
|
mathWrite(*stream, mRigid.linMomentum);
|
|
mathWrite(*stream, mRigid.angMomentum);
|
|
stream->writeFlag(mRigid.atRest);
|
|
stream->writeFlag(mContacts.getCount() == 0);
|
|
|
|
stream->writeFlag(mDisableMove);
|
|
stream->setCompressionPoint(mRigid.linPosition);
|
|
}
|
|
|
|
void RigidShape::readPacketData(GameConnection *connection, BitStream *stream)
|
|
{
|
|
Parent::readPacketData(connection, stream);
|
|
|
|
mathRead(*stream, &mRigid.linPosition);
|
|
mathRead(*stream, &mRigid.angPosition);
|
|
mathRead(*stream, &mRigid.linMomentum);
|
|
mathRead(*stream, &mRigid.angMomentum);
|
|
mRigid.atRest = stream->readFlag();
|
|
if (stream->readFlag())
|
|
mContacts.clear();
|
|
mRigid.updateInertialTensor();
|
|
mRigid.updateVelocity();
|
|
|
|
mDisableMove = stream->readFlag();
|
|
stream->setCompressionPoint(mRigid.linPosition);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
|
|
{
|
|
U32 retMask = Parent::packUpdate(con, mask, stream);
|
|
|
|
// The rest of the data is part of the control object packet update.
|
|
// If we're controlled by this client, we don't need to send it.
|
|
if (stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
|
|
return retMask;
|
|
|
|
mDelta.move.pack(stream);
|
|
|
|
if (stream->writeFlag(mask & PositionMask))
|
|
{
|
|
stream->writeFlag(mask & ForceMoveMask);
|
|
|
|
stream->writeCompressedPoint(mRigid.linPosition);
|
|
mathWrite(*stream, mRigid.angPosition);
|
|
mathWrite(*stream, mRigid.linMomentum);
|
|
mathWrite(*stream, mRigid.angMomentum);
|
|
stream->writeFlag(mRigid.atRest);
|
|
}
|
|
|
|
if(stream->writeFlag(mask & FreezeMask))
|
|
stream->writeFlag(mDisableMove);
|
|
|
|
return retMask;
|
|
}
|
|
|
|
void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
|
|
{
|
|
Parent::unpackUpdate(con,stream);
|
|
|
|
if (stream->readFlag())
|
|
return;
|
|
|
|
mDelta.move.unpack(stream);
|
|
|
|
if (stream->readFlag())
|
|
{
|
|
// Check if we need to jump to the given transform
|
|
// rather than interpolate to it.
|
|
bool forceUpdate = stream->readFlag();
|
|
|
|
mPredictionCount = sMaxPredictionTicks;
|
|
F32 speed = mRigid.linVelocity.len();
|
|
mDelta.warpRot[0] = mRigid.angPosition;
|
|
|
|
// Read in new position and momentum values
|
|
stream->readCompressedPoint(&mRigid.linPosition);
|
|
mathRead(*stream, &mRigid.angPosition);
|
|
mathRead(*stream, &mRigid.linMomentum);
|
|
mathRead(*stream, &mRigid.angMomentum);
|
|
mRigid.atRest = stream->readFlag();
|
|
mRigid.updateVelocity();
|
|
|
|
if (!forceUpdate && isProperlyAdded())
|
|
{
|
|
// Determine number of ticks to warp based on the average
|
|
// of the client and server velocities.
|
|
Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
|
|
mDelta.warpOffset = mRigid.linPosition - cp;
|
|
|
|
// Calc the distance covered in one tick as the average of
|
|
// the old speed and the new speed from the server.
|
|
F32 dt,as = (speed + mRigid.linVelocity.len()) * 0.5 * TickSec;
|
|
|
|
// Cal how many ticks it will take to cover the warp offset.
|
|
// If it's less than what's left in the current tick, we'll just
|
|
// warp in the remaining time.
|
|
if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
|
|
dt = mDelta.dt + sMaxWarpTicks;
|
|
else
|
|
dt = (dt <= mDelta.dt)? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
|
|
|
|
// Adjust current frame interpolation
|
|
if (mDelta.dt)
|
|
{
|
|
mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
|
|
mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
|
|
QuatF cr;
|
|
cr.interpolate(mDelta.rot[1],mDelta.rot[0],mDelta.dt);
|
|
mDelta.rot[1].interpolate(cr,mRigid.angPosition,mDelta.dt / dt);
|
|
mDelta.rot[0].extrapolate(mDelta.rot[1],cr,mDelta.dt);
|
|
}
|
|
|
|
// Calculated multi-tick warp
|
|
mDelta.warpCount = 0;
|
|
mDelta.warpTicks = (S32)(mFloor(dt));
|
|
if (mDelta.warpTicks)
|
|
{
|
|
mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
|
|
mDelta.warpOffset /= mDelta.warpTicks;
|
|
mDelta.warpRot[0] = mDelta.rot[1];
|
|
mDelta.warpRot[1] = mRigid.angPosition;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Set the shape to the server position
|
|
mDelta.dt = 0;
|
|
mDelta.pos = mRigid.linPosition;
|
|
mDelta.posVec.set(0,0,0);
|
|
mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
|
|
mDelta.warpCount = mDelta.warpTicks = 0;
|
|
setPosition(mRigid.linPosition, mRigid.angPosition);
|
|
}
|
|
}
|
|
|
|
if(stream->readFlag())
|
|
mDisableMove = stream->readFlag();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::initPersistFields()
|
|
{
|
|
Parent::initPersistFields();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void RigidShape::updateLiftoffDust( F32 dt )
|
|
{
|
|
Point3F offset( 0.0, 0.0, mDataBlock->dustHeight );
|
|
emitDust( mDustEmitterList[ 0 ], mDataBlock->triggerDustHeight, offset,
|
|
( U32 )( dt * 1000 ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
void RigidShape::updateFroth( F32 dt )
|
|
{
|
|
// update bubbles
|
|
Point3F moveDir = getVelocity();
|
|
|
|
Point3F contactPoint;
|
|
|
|
F32 speed = moveDir.len();
|
|
if( speed < mDataBlock->splashVelEpsilon ) speed = 0.0;
|
|
|
|
U32 emitRate = (U32)(speed * mDataBlock->splashFreqMod * dt);
|
|
|
|
U32 i;
|
|
for( i=0; i<RigidShapeData::VC_NUM_SPLASH_EMITTERS; i++ )
|
|
{
|
|
if( mSplashEmitterList[i] )
|
|
{
|
|
mSplashEmitterList[i]->emitParticles( contactPoint, contactPoint, Point3F( 0.0, 0.0, 1.0 ),
|
|
moveDir, emitRate );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
// Returns true if shape is intersecting a water surface (roughly)
|
|
//--------------------------------------------------------------------------
|
|
bool RigidShape::collidingWithWater( Point3F &waterHeight )
|
|
{
|
|
Point3F curPos = getPosition();
|
|
|
|
F32 height = mFabs( mObjBox.maxExtents.z - mObjBox.minExtents.z );
|
|
|
|
RayInfo rInfo;
|
|
if( gClientContainer.castRay( curPos + Point3F(0.0, 0.0, height), curPos, WaterObjectType, &rInfo) )
|
|
{
|
|
waterHeight = rInfo.point;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void RigidShape::setEnergyLevel(F32 energy)
|
|
{
|
|
Parent::setEnergyLevel(energy);
|
|
setMaskBits(EnergyMask);
|
|
}
|
|
|
|
void RigidShape::prepBatchRender( SceneRenderState *state, S32 mountedImageIndex )
|
|
{
|
|
Parent::prepBatchRender( state, mountedImageIndex );
|
|
|
|
if ( !gShowBoundingBox )
|
|
return;
|
|
|
|
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
|
|
ri->renderDelegate.bind( this, &RigidShape::_renderMassAndContacts );
|
|
ri->type = RenderPassManager::RIT_Editor;
|
|
state->getRenderPass()->addInst( ri );
|
|
}
|
|
|
|
void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
|
|
{
|
|
// Box for the center of Mass
|
|
GFXStateBlockDesc desc;
|
|
desc.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
|
|
desc.setZReadWrite(false);
|
|
desc.fillMode = GFXFillWireframe;
|
|
|
|
GFX->getDrawUtil()->drawCube( desc, Point3F(0.1f,0.1f,0.1f), mDataBlock->massCenter, ColorI(255, 255, 255), &mRenderObjToWorld );
|
|
|
|
// Collision points...
|
|
for (S32 i = 0; i < mCollisionList.getCount(); i++)
|
|
{
|
|
const Collision& collision = mCollisionList[i];
|
|
GFX->getDrawUtil()->drawCube( desc, Point3F(0.05f,0.05f,0.05f), collision.point, ColorI(0, 0, 255) );
|
|
}
|
|
|
|
// Render the normals as one big batch...
|
|
PrimBuild::begin(GFXLineList, mCollisionList.getCount() * 2);
|
|
for (S32 i = 0; i < mCollisionList.getCount(); i++)
|
|
{
|
|
|
|
const Collision& collision = mCollisionList[i];
|
|
PrimBuild::color3f(1, 1, 1);
|
|
PrimBuild::vertex3fv(collision.point);
|
|
PrimBuild::vertex3fv(collision.point + collision.normal * 0.05f);
|
|
}
|
|
PrimBuild::end();
|
|
|
|
// Build and render the collision polylist which is returned
|
|
// in the server's world space.
|
|
ClippedPolyList polyList;
|
|
polyList.mPlaneList.setSize(6);
|
|
polyList.mPlaneList[0].set(getWorldBox().minExtents,VectorF(-1,0,0));
|
|
polyList.mPlaneList[1].set(getWorldBox().minExtents,VectorF(0,-1,0));
|
|
polyList.mPlaneList[2].set(getWorldBox().minExtents,VectorF(0,0,-1));
|
|
polyList.mPlaneList[3].set(getWorldBox().maxExtents,VectorF(1,0,0));
|
|
polyList.mPlaneList[4].set(getWorldBox().maxExtents,VectorF(0,1,0));
|
|
polyList.mPlaneList[5].set(getWorldBox().maxExtents,VectorF(0,0,1));
|
|
Box3F dummyBox;
|
|
SphereF dummySphere;
|
|
buildPolyList(PLC_Collision, &polyList, dummyBox, dummySphere);
|
|
//polyList.render();
|
|
}
|
|
|
|
void RigidShape::reset()
|
|
{
|
|
mRigid.clearForces();
|
|
mRigid.setAtRest();
|
|
}
|
|
|
|
void RigidShape::freezeSim(bool frozen)
|
|
{
|
|
mDisableMove = frozen;
|
|
setMaskBits(FreezeMask);
|
|
}
|
|
|
|
DefineEngineMethod( RigidShape, reset, void, (),,
|
|
"@brief Clears physic forces from the shape and sets it at rest.\n\n"
|
|
"@tsexample\n"
|
|
"// Inform the RigidShape object to reset.\n"
|
|
"%thisRigidShape.reset();\n"
|
|
"@endtsexample\n\n"
|
|
"@see ShapeBaseData")
|
|
{
|
|
object->reset();
|
|
}
|
|
|
|
DefineEngineMethod( RigidShape, freezeSim, void, (bool isFrozen),,
|
|
"@brief Enables or disables the physics simulation on the RigidShape object.\n\n"
|
|
"@param isFrozen Boolean frozen state to set the object.\n"
|
|
"@tsexample\n"
|
|
"// Define the frozen state.\n"
|
|
"%isFrozen = \"true\";\n\n"
|
|
"// Inform the object of the defined frozen state\n"
|
|
"%thisRigidShape.freezeSim(%isFrozen);\n"
|
|
"@endtsexample\n\n"
|
|
"@see ShapeBaseData")
|
|
{
|
|
object->freezeSim(isFrozen);
|
|
}
|
|
|
|
DefineEngineMethod( RigidShape, forceClientTransform, void, (),,
|
|
"@brief Forces the client to jump to the RigidShape's transform rather then warp to it.\n\n")
|
|
{
|
|
if(object->isServerObject())
|
|
{
|
|
object->forceClientTransform();
|
|
}
|
|
}
|