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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 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.
- //-----------------------------------------------------------------------------
- #ifndef _BUOYANCY_CONTROLLER_H_
- #include "2d/controllers/BuoyancyController.h"
- #endif
- // Script bindings.
- #include "BuoyancyController_ScriptBinding.h"
- //------------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(BuoyancyController);
- //------------------------------------------------------------------------------
- BuoyancyController::BuoyancyController() :
- mFlowVelocity( 0.0f, 0.0f ),
- mFluidDensity( 2.0f ),
- mLinearDrag( 0.0f ),
- mAngularDrag( 0.0f ),
- mFluidGravity( 0.0f, -9.8f ),
- mUseShapeDensity( true ),
- mSurfaceNormal( 0.0f, 1.0f )
- {
- }
- //------------------------------------------------------------------------------
- BuoyancyController::~BuoyancyController()
- {
- }
- //------------------------------------------------------------------------------
- void BuoyancyController::initPersistFields()
- {
- // Call parent.
- Parent::initPersistFields();
- addField( "FluidArea", Typeb2AABB, Offset(mFluidArea, BuoyancyController), "The fluid area." );
- addField( "FluidDensity", TypeF32, Offset(mFluidDensity, BuoyancyController), "The fluid density." );
- addField( "FlowVelocity", TypeVector2, Offset(mFlowVelocity, BuoyancyController), "The fluid flow velocity for drag calculations." );
- addField( "LinearDrag", TypeF32, Offset(mLinearDrag, BuoyancyController), "The linear drag co-efficient for the fluid." );
- addField( "AngularDrag", TypeF32, Offset(mAngularDrag, BuoyancyController), "The angular drag co-efficient for the fluid." );
- addField( "FluidGravity", TypeVector2, Offset(mFluidGravity, BuoyancyController), "The gravity to use inside the fluid." );
- addField( "UseShapeDensity", TypeBool, Offset(mUseShapeDensity, BuoyancyController), "Whether to use the collision shape densities or assume a uniform density." );
- }
- //------------------------------------------------------------------------------
- void BuoyancyController::copyTo(SimObject* object)
- {
- // Call to parent.
- Parent::copyTo(object);
- // Cast to controller.
- BuoyancyController* pController;
- pController = static_cast<BuoyancyController*>(object);
- // Sanity!
- AssertFatal(pController != NULL, "BuoyancyController::copyTo() - Object is not the correct type.");
- }
- //------------------------------------------------------------------------------
- /*
- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- //------------------------------------------------------------------------------
- void BuoyancyController::integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
- {
- // Prepare query filter.
- WorldQuery* pWorldQuery = prepareQueryFilter( pScene );
- // Query for candidate objects.
- pWorldQuery->anyQueryAABB( mFluidArea );
- // Fetch results.
- typeWorldQueryResultVector& queryResults = pWorldQuery->getQueryResults();
- // Iterate the results.
- for ( U32 n = 0; n < (U32)queryResults.size(); n++ )
- {
- // Fetch the scene object.
- SceneObject* pSceneObject = queryResults[n].mpSceneObject;
- // Skip if asleep.
- if ( !pSceneObject->getAwake() )
- continue;
- // Ignore if it's a static body.
- if ( pSceneObject->getBodyType() == b2_staticBody )
- continue;
- // Fetch the shape count.
- const U32 shapeCount = pSceneObject->getCollisionShapeCount();
- // Skip if no collision shapes.
- if ( shapeCount == 0 )
- continue;
- // Fetch the body transform.
- const b2Transform& bodyTransform = pSceneObject->getBody()->GetTransform();;
- Vector2 areaCenter(0.0f, 0.0f);
- Vector2 massCenter(0.0f, 0.0f);
- F32 area = 0.0f;
- F32 mass = 0.0f;
- // Yes, so iterate them.
- for( U32 i = 0; i < shapeCount; ++i )
- {
- // Fetch the fixture definition.
- const b2FixtureDef fixtureDef = pSceneObject->getCollisionShapeDefinition( i );
- // Fetch the shape.
- const b2Shape* pShape = fixtureDef.shape;
- Vector2 shapeCenter(0.0f, 0.0f);
-
- F32 shapeArea = 0.0f;
- // Calculate the area for the shape type.
- if ( pShape->GetType() == b2Shape::e_circle )
- {
- shapeArea = ComputeCircleSubmergedArea( bodyTransform, dynamic_cast<const b2CircleShape*>(pShape), shapeCenter );
- }
- else if ( pShape->GetType() == b2Shape::e_polygon)
- {
- shapeArea = ComputePolygonSubmergedArea( bodyTransform, dynamic_cast<const b2PolygonShape*>(pShape), shapeCenter );
- }
- else if ( pShape->GetType() == b2Shape::e_edge || pShape->GetType() == b2Shape::e_chain )
- {
- shapeArea = 0.0f;
- }
- else
- {
- // Skip if unknown shape type.
- continue;
- }
- // Calculate area.
- area += shapeArea;
- areaCenter.x += shapeArea * shapeCenter.x;
- areaCenter.y += shapeArea * shapeCenter.y;
- // Calculate mass.
- const F32 shapeDensity = mUseShapeDensity ? fixtureDef.density : 1.0f;
- mass += shapeArea*shapeDensity;
- massCenter.x += shapeArea * shapeCenter.x * shapeDensity;
- massCenter.y += shapeArea * shapeCenter.y * shapeDensity;
- }
- // Skip not in water.
- if( area < b2_epsilon )
- continue;
- // Calculate area/mass centers.
- areaCenter.x /= area;
- areaCenter.y /= area;
- massCenter.x /= mass;
- massCenter.y /= mass;
- // Buoyancy
- const Vector2 buoyancyForce = -mFluidDensity * area * mFluidGravity;
- pSceneObject->applyForce(buoyancyForce, massCenter);
- // Linear drag
- const Vector2 dragForce = (pSceneObject->getLinearVelocityFromWorldPoint(areaCenter) - mFlowVelocity) * (-mLinearDrag * area);
- pSceneObject->applyForce(dragForce, areaCenter );
- // Angular drag
- pSceneObject->applyTorque( -pSceneObject->getInertia() / pSceneObject->getMass() * area * pSceneObject->getAngularVelocity()*mAngularDrag );
- }
- }
- //------------------------------------------------------------------------------
- F32 BuoyancyController::ComputeCircleSubmergedArea( const b2Transform& bodyTransform, const b2CircleShape* pShape, Vector2& center )
- {
- // Sanity!
- AssertFatal( pShape != NULL, "BuoyancyController::ComputeCircleSubmergedArea() - Invalid shape." );
- // Calculate the world shape center.
- const b2Vec2 worldShapeCenter = b2Mul( bodyTransform, pShape->m_p );
- const F32 l = -(b2Dot( mSurfaceNormal, worldShapeCenter ) - mFluidArea.upperBound.y);
- // Fetch the circle radius.
- const F32 radius = pShape->m_radius;
- // Submerged?
- if (l < - radius + FLT_MIN)
- {
- // No, so return zero area submerged.
- return 0.0f;
- }
- // Completely wet?
- if (l > pShape->m_radius)
- {
- // Yes!
- center = worldShapeCenter;
- return b2_pi * radius * radius;
- }
-
- // Partial submersion.
- const F32 r2 = radius * radius;
- const F32 l2 = l * l;
- const F32 area = r2 *( mAsin(l / radius) + b2_pi / 2.0f) + l * mSqrt( r2 - l2 );
- const F32 com = -2.0f / 3.0f * mPow(r2 - l2, 1.5f) / area;
-
- // Calculate center.
- center.x = worldShapeCenter.x + mSurfaceNormal.x * com;
- center.y = worldShapeCenter.y + mSurfaceNormal.y * com;
-
- return area;
- }
- //------------------------------------------------------------------------------
- F32 BuoyancyController::ComputePolygonSubmergedArea( const b2Transform& bodyTransform, const b2PolygonShape* pShape, Vector2& center )
- {
- // Sanity!
- AssertFatal( pShape != NULL, "BuoyancyController::ComputePolygonSubmergedArea() - Invalid shape." );
- // Transform plane into shape co-ordinates
- b2Vec2 normalL = b2MulT( bodyTransform.q, mSurfaceNormal);
- F32 offsetL = mFluidArea.upperBound.y - b2Dot(mSurfaceNormal, bodyTransform.p);
-
- F32 depths[b2_maxPolygonVertices];
- S32 diveCount = 0;
- S32 intoIndex = -1;
- S32 outoIndex = -1;
-
- const S32 vertexCount = pShape->GetVertexCount();
- const b2Vec2* pVertices = pShape->m_vertices;
- bool lastSubmerged = false;
- for ( S32 i = 0; i < vertexCount; ++i )
- {
- depths[i] = b2Dot(normalL, pVertices[i]) - offsetL;
- const bool isSubmerged = depths[i]<-FLT_EPSILON;
- if (i > 0)
- {
- if (isSubmerged)
- {
- if (!lastSubmerged)
- {
- intoIndex = i-1;
- diveCount++;
- }
- }
- else
- {
- if (lastSubmerged)
- {
- outoIndex = i-1;
- diveCount++;
- }
- }
- }
- lastSubmerged = isSubmerged;
- }
- switch(diveCount)
- {
- case 0:
- if (lastSubmerged)
- {
- // Completely submerged
- b2MassData md;
- pShape->ComputeMass(&md, 1.0f);
- center = b2Mul(bodyTransform, md.center);
- return md.mass;
- }
- else
- {
- // Completely dry
- return 0.0;
- }
- break;
- case 1:
- if( intoIndex==-1 )
- {
- intoIndex = vertexCount-1;
- }
- else
- {
- outoIndex = vertexCount-1;
- }
- break;
- }
- const S32 intoIndex2 = (intoIndex+1) % vertexCount;
- const S32 outoIndex2 = (outoIndex+1) % vertexCount;
-
- const F32 intoLambda = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]);
- const F32 outoLambda = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]);
-
- const b2Vec2 intoVec( pVertices[intoIndex].x*(1-intoLambda)+pVertices[intoIndex2].x*intoLambda,
- pVertices[intoIndex].y*(1-intoLambda)+pVertices[intoIndex2].y*intoLambda);
- const b2Vec2 outoVec( pVertices[outoIndex].x*(1-outoLambda)+pVertices[outoIndex2].x*outoLambda,
- pVertices[outoIndex].y*(1-outoLambda)+pVertices[outoIndex2].y*outoLambda);
-
- // Initialize accumulator
- F32 area = 0.0f;
- center.SetZero();
- b2Vec2 p2 = pVertices[intoIndex2];
- b2Vec2 p3;
-
- const F32 k_inv3 = 1.0f / 3.0f;
-
- // An awkward loop from intoIndex2+1 to outIndex2
- S32 i = intoIndex2;
- while (i != outoIndex2)
- {
- i = (i+1) % vertexCount;
- if (i == outoIndex2)
- p3 = outoVec;
- else
- p3 = pVertices[i];
-
- // Add the triangle formed by intoVec,p2,p3
- const b2Vec2 e1 = p2 - intoVec;
- const b2Vec2 e2 = p3 - intoVec;
- const F32 D = b2Cross(e1, e2);
- const F32 triangleArea = 0.5f * D;
- area += triangleArea;
-
- // Area weighted centroid
- center += triangleArea * k_inv3 * (intoVec + p2 + p3);
- p2 = p3;
- }
-
- // Normalize and transform centroid
- center *= 1.0f / area;
- center = b2Mul(bodyTransform, center);
-
- return area;
- }
- //------------------------------------------------------------------------------
- void BuoyancyController::renderOverlay( Scene* pScene, const SceneRenderState* pSceneRenderState, BatchRender* pBatchRenderer )
- {
- // Call parent.
- Parent::renderOverlay( pScene, pSceneRenderState, pBatchRenderer );
- // Draw fluid area.
- pScene->mDebugDraw.DrawAABB( mFluidArea, ColorF(0.7f, 0.7f, 0.9f) );
- }
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