Torque3D/Engine/source/T3D/components/Physics/physicsBehavior.cpp

368 lines
10 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/Components/Physics/physicsBehavior.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/containerQuery.h"
#include "math/mathIO.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
PhysicsComponent::PhysicsComponent() : Component()
{
addComponentField("isStatic", "If enabled, object will not simulate physics", "bool", "0", "");
addComponentField("gravity", "The direction of gravity affecting this object, as a vector", "vector", "0 0 -9", "");
addComponentField("drag", "The drag coefficient that constantly affects the object", "float", "0.7", "");
addComponentField("mass", "The mass of the object", "float", "1", "");
mStatic = false;
mAtRest = false;
mAtRestCounter = 0;
mGravity = VectorF(0, 0, 0);
mVelocity = VectorF(0, 0, 0);
mDrag = 0.7f;
mMass = 1.f;
mGravityMod = 1.f;
csmAtRestTimer = 64;
sAtRestVelocity = 0.15f;
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;
}
PhysicsComponent::~PhysicsComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(PhysicsComponent);
void PhysicsComponent::onComponentAdd()
{
Parent::onComponentAdd();
// Initialize interpolation vars.
mDelta.rot[1] = mDelta.rot[0] = QuatF(mOwner->getTransform());
mDelta.pos = mOwner->getPosition();
mDelta.posVec = Point3F(0,0,0);
}
void PhysicsComponent::initPersistFields()
{
Parent::initPersistFields();
addField("gravity", TypePoint3F, Offset(mGravity, PhysicsComponent));
addField("velocity", TypePoint3F, Offset(mVelocity, PhysicsComponent));
addField("isStatic", TypeBool, Offset(mStatic, PhysicsComponent));
}
U32 PhysicsComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & VelocityMask))
mathWrite( *stream, mVelocity );
if(stream->writeFlag(mask & UpdateMask))
{
stream->writeFlag(mStatic);
stream->writeFlag(mAtRest);
stream->writeInt(mAtRestCounter,8);
mathWrite( *stream, mGravity );
stream->writeFloat(mDrag, 12);
//stream->writeFloat(mMass, 12);
stream->writeFloat(mGravityMod, 12);
}
return retMask;
}
void PhysicsComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
mathRead( *stream, &mVelocity );
if(stream->readFlag())
{
mStatic = stream->readFlag();
mAtRest = stream->readFlag();
mAtRestCounter = stream->readInt(8);
mathRead( *stream, &mGravity );
mDrag = stream->readFloat(12);
//mMass = stream->readFloat(12);
mGravityMod = stream->readFloat(12);
}
}
//
void PhysicsComponent::interpolateTick(F32 dt)
{
Point3F pos = mDelta.pos + mDelta.posVec * dt;
//Point3F rot = mDelta.rot + mDelta.rotVec * dt;
setRenderPosition(pos,dt);
}
//
void PhysicsComponent::updateContainer()
{
PROFILE_SCOPE( PhysicsBehaviorInstance_updateContainer );
// Update container drag and buoyancy properties
// Set default values.
//mDrag = mDataBlock->drag;
//mBuoyancy = 0.0f;
//mGravityMod = 1.0;
//mAppliedForce.set(0,0,0);
ContainerQueryInfo info;
info.box = mOwner->getWorldBox();
info.mass = mMass;
mOwner->getContainer()->findObjects(info.box, WaterObjectType|PhysicalZoneObjectType,findRouter,&info);
//mWaterCoverage = info.waterCoverage;
//mLiquidType = info.liquidType;
//mLiquidHeight = info.waterHeight;
//setCurrentWaterObject( info.waterObject );
// This value might be useful as a datablock value,
// This is what allows the player to stand in shallow water (below this coverage)
// without jiggling from buoyancy
if (info.waterCoverage >= 0.25f)
{
// water viscosity is used as drag for in water.
// ShapeBaseData drag is used for drag outside of water.
// Combine these two components to calculate this ShapeBase object's
// current drag.
mDrag = ( info.waterCoverage * info.waterViscosity ) +
( 1.0f - info.waterCoverage ) * mDrag;
//mBuoyancy = (info.waterDensity / mDataBlock->density) * info.waterCoverage;
}
//mAppliedForce = info.appliedForce;
mGravityMod = info.gravityScale;
}
//
void PhysicsComponent::_updatePhysics()
{
/*SAFE_DELETE( mOwner->mPhysicsRep );
if ( !PHYSICSMGR )
return;
if (mDataBlock->simpleServerCollision)
{
// We only need the trigger on the server.
if ( isServerObject() )
{
PhysicsCollision *colShape = PHYSICSMGR->createCollision();
colShape->addBox( mObjBox.getExtents() * 0.5f, MatrixF::Identity );
PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init( colShape, 0, PhysicsBody::BF_TRIGGER | PhysicsBody::BF_KINEMATIC, this, world );
mPhysicsRep->setTransform( getTransform() );
}
}
else
{
if ( !mShapeInstance )
return;
PhysicsCollision* colShape = mShapeInstance->getShape()->buildColShape( false, getScale() );
if ( colShape )
{
PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init( colShape, 0, PhysicsBody::BF_KINEMATIC, this, world );
mPhysicsRep->setTransform( getTransform() );
}
}*/
return;
}
PhysicsBody *PhysicsComponent::getPhysicsRep()
{
/*if(mOwner)
{
Entity* ac = dynamic_cast<Entity*>(mOwner);
if(ac)
return ac->mPhysicsRep;
}*/
return NULL;
}
//
void PhysicsComponent::setTransform(const MatrixF& mat)
{
mOwner->setTransform(mat);
if (!mStatic)
{
mAtRest = false;
mAtRestCounter = 0;
}
if ( getPhysicsRep() )
getPhysicsRep()->setTransform( mOwner->getTransform() );
setMaskBits(UpdateMask);
}
void PhysicsComponent::setPosition(const Point3F& pos)
{
MatrixF mat = mOwner->getTransform();
if (mOwner->isMounted()) {
// Use transform from mounted object
//mOwner->getObjectMount()->getMountTransform( mOwner->getMountNode(), mMount.xfm, &mat );
return;
}
else {
mat.setColumn(3,pos);
}
mOwner->setTransform(mat);
if ( getPhysicsRep() )
getPhysicsRep()->setTransform( mat );
}
void PhysicsComponent::setRenderPosition(const Point3F& pos, F32 dt)
{
MatrixF mat = mOwner->getRenderTransform();
if (mOwner->isMounted()) {
// Use transform from mounted object
//mOwner->getObjectMount()->getMountRenderTransform( dt, mOwner->getMountNode(), mMount.xfm, &mat );
return;
}
else {
mat.setColumn(3,pos);
}
mOwner->setRenderTransform(mat);
}
void PhysicsComponent::updateVelocity(const F32 dt)
{
}
void PhysicsComponent::setVelocity(const VectorF& vel)
{
mVelocity = vel;
mAtRest = false;
mAtRestCounter = 0;
setMaskBits(VelocityMask);
}
void PhysicsComponent::getVelocity(const Point3F& r, Point3F* v)
{
*v = mVelocity;
}
void PhysicsComponent::getOriginVector(const Point3F &p,Point3F* r)
{
*r = p - mOwner->getObjBox().getCenter();
}
F32 PhysicsComponent::getZeroImpulse(const Point3F& r,const Point3F& normal)
{
Point3F a,b,c;
//set up our inverse matrix
MatrixF iv,qmat;
MatrixF inverse = MatrixF::Identity;
qmat = mOwner->getTransform();
iv.mul(qmat,inverse);
qmat.transpose();
inverse.mul(iv,qmat);
mCross(r, normal, &a);
inverse.mulV(a, &b);
mCross(b, r, &c);
return 1 / ((1/mMass) + mDot(c, normal));
}
void PhysicsComponent::accumulateForce(F32 dt, Point3F force)
{
mVelocity += force * dt;
}
void PhysicsComponent::applyImpulse(const Point3F&,const VectorF& vec)
{
// Items ignore angular velocity
VectorF vel;
vel.x = vec.x / mMass;
vel.y = vec.y / mMass;
vel.z = vec.z / mMass;
setVelocity(mVelocity + vel);
}
DefineEngineMethod( PhysicsComponent, applyImpulse, bool, ( Point3F pos, VectorF vel ),,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
object->applyImpulse(pos,vel);
return true;
}