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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/physics/physX/pxBody.h"
- #include "T3D/physics/physX/px.h"
- #include "T3D/physics/physX/pxCasts.h"
- #include "T3D/physics/physX/pxWorld.h"
- #include "T3D/physics/physX/pxCollision.h"
- PxBody::PxBody() :
- mActor( NULL ),
- mMaterial( NULL ),
- mWorld( NULL ),
- mBodyFlags( 0 ),
- mIsEnabled( true )
- {
- }
- PxBody::~PxBody()
- {
- _releaseActor();
- }
- void PxBody::_releaseActor()
- {
- if ( !mActor )
- return;
- // This sucks, but it has to happen if we want
- // to avoid write lock errors from PhysX right now.
- mWorld->releaseWriteLock();
- mActor->userData = NULL;
- mWorld->releaseActor( *mActor );
- mActor = NULL;
- mBodyFlags = 0;
- if ( mMaterial )
- {
- mWorld->releaseMaterial( *mMaterial );
- mMaterial = NULL;
- }
- mColShape = NULL;
- }
- bool PxBody::init( PhysicsCollision *shape,
- F32 mass,
- U32 bodyFlags,
- SceneObject *obj,
- PhysicsWorld *world )
- {
- AssertFatal( obj, "PxBody::init - Got a null scene object!" );
- AssertFatal( world, "PxBody::init - Got a null world!" );
- AssertFatal( dynamic_cast<PxWorld*>( world ), "PxBody::init - The world is the wrong type!" );
- AssertFatal( shape, "PxBody::init - Got a null collision shape!" );
- AssertFatal( dynamic_cast<PxCollision*>( shape ), "PxBody::init - The collision shape is the wrong type!" );
- AssertFatal( !((PxCollision*)shape)->getShapes().empty(), "PxBody::init - Got empty collision shape!" );
-
- // Cleanup any previous actor.
- _releaseActor();
- mWorld = (PxWorld*)world;
- mColShape = (PxCollision*)shape;
- mBodyFlags = bodyFlags;
- NxActorDesc actorDesc;
- NxBodyDesc bodyDesc;
- const bool isKinematic = mBodyFlags & BF_KINEMATIC;
- const bool isTrigger = mBodyFlags & BF_TRIGGER;
- const bool isDebris = mBodyFlags & BF_DEBRIS;
- if ( isKinematic )
- {
- // Kinematics are dynamics... so they need
- // a body description.
- actorDesc.body = &bodyDesc;
- bodyDesc.mass = getMax( mass, 1.0f );
- bodyDesc.flags |= NX_BF_KINEMATIC;
- }
- else if ( mass > 0.0f )
- {
- // We have mass so its a dynamic.
- actorDesc.body = &bodyDesc;
- bodyDesc.mass = mass;
- }
- if ( isTrigger )
- actorDesc.flags |= NX_AF_DISABLE_RESPONSE;
- // Add all the shapes.
- const Vector<NxShapeDesc*> &shapes = mColShape->getShapes();
- for ( U32 i=0; i < shapes.size(); i++ )
- {
- NxShapeDesc *desc = shapes[i];
- // If this hits then something is broken with
- // this descrption... check all the fields to be
- // sure their values are correctly filled out.
- AssertFatal( desc->isValid(), "PxBody::init - Got invalid shape description!" );
- if ( isTrigger )
- desc->group = 31;
- if ( isDebris )
- desc->group = 30;
- actorDesc.shapes.push_back( desc );
- }
- // This sucks, but it has to happen if we want
- // to avoid write lock errors from PhysX right now.
- mWorld->releaseWriteLock();
- mActor = mWorld->getScene()->createActor( actorDesc );
- mIsEnabled = true;
- if ( isDebris )
- mActor->setDominanceGroup( 31 );
- mUserData.setObject( obj );
- mUserData.setBody( this );
- mActor->userData = &mUserData;
- return true;
- }
- void PxBody::setMaterial( F32 restitution,
- F32 friction,
- F32 staticFriction )
- {
- AssertFatal( mActor, "PxBody::setMaterial - The actor is null!" );
- // If the body is dynamic then wake it up as
- // it may need to change behavior.
- if ( isDynamic() )
- mActor->wakeUp();
- NxMaterialDesc desc;
- desc.restitution = restitution;
- desc.dynamicFriction = friction;
- desc.staticFriction = staticFriction;
- // If we have a material then just update it as the shapes
- // should already have them mapped.
- if ( mMaterial )
- {
- mMaterial->loadFromDesc( desc );
- return;
- }
- // If we got here then create a new material and
- // assign it to all our shapes.
- mMaterial = mWorld->createMaterial( desc );
- U32 matIndex = mMaterial->getMaterialIndex();
- U32 count = mActor->getNbShapes();
- NxShape*const* shapes = mActor->getShapes();
- for ( U32 i=0; i < count; i++ )
- shapes[i]->setMaterial( matIndex );
- }
- void PxBody::setSleepThreshold( F32 linear, F32 angular )
- {
- AssertFatal( mActor, "PxBody::setSleepThreshold - The actor is null!" );
- mActor->setSleepLinearVelocity( linear );
- mActor->setSleepAngularVelocity( angular );
- }
- void PxBody::setDamping( F32 linear, F32 angular )
- {
- AssertFatal( mActor, "PxBody::setDamping - The actor is null!" );
- mActor->setLinearDamping( linear );
- mActor->setAngularDamping( angular );
- }
- void PxBody::getState( PhysicsState *outState )
- {
- AssertFatal( mActor, "PxBody::getState - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::getState - This call is only for dynamics!" );
- // TODO: Fix this to do what we intended... to return
- // false so that the caller can early out of the state
- // hasn't changed since the last tick.
- outState->position = pxCast<Point3F>( mActor->getGlobalPosition() );
- outState->orientation = pxCast<QuatF>( mActor->getGlobalOrientationQuat() );
- outState->linVelocity = pxCast<Point3F>( mActor->getLinearVelocity() );
- outState->angVelocity = pxCast<Point3F>( mActor->getAngularVelocity() );
- outState->sleeping = mActor->isSleeping();
- outState->momentum = pxCast<Point3F>( mActor->getLinearMomentum() );
- }
- F32 PxBody::getMass() const
- {
- AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
- return mActor->getMass();
- }
- Point3F PxBody::getCMassPosition() const
- {
- AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
- return pxCast<Point3F>( mActor->getCMassGlobalPosition() );
- }
- void PxBody::setLinVelocity( const Point3F &vel )
- {
- AssertFatal( mActor, "PxBody::setLinVelocity - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::setLinVelocity - This call is only for dynamics!" );
- mActor->setLinearVelocity( pxCast<NxVec3>( vel ) );
- }
- void PxBody::setAngVelocity( const Point3F &vel )
- {
- AssertFatal( mActor, "PxBody::setAngVelocity - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::setAngVelocity - This call is only for dynamics!" );
- mActor->setAngularVelocity( pxCast<NxVec3>( vel ) );
- }
- Point3F PxBody::getLinVelocity() const
- {
- AssertFatal( mActor, "PxBody::getLinVelocity - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::getLinVelocity - This call is only for dynamics!" );
- return pxCast<Point3F>( mActor->getLinearVelocity() );
- }
- Point3F PxBody::getAngVelocity() const
- {
- AssertFatal( mActor, "PxBody::getAngVelocity - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::getAngVelocity - This call is only for dynamics!" );
- return pxCast<Point3F>( mActor->getAngularVelocity() );
- }
- void PxBody::setSleeping( bool sleeping )
- {
- AssertFatal( mActor, "PxBody::setSleeping - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::setSleeping - This call is only for dynamics!" );
- if ( sleeping )
- mActor->putToSleep();
- else
- mActor->wakeUp();
- }
- bool PxBody::isDynamic() const
- {
- AssertFatal( mActor, "PxBody::isDynamic - The actor is null!" );
- return mActor->isDynamic() && ( mBodyFlags & BF_KINEMATIC ) == 0;
- }
- PhysicsWorld* PxBody::getWorld()
- {
- return mWorld;
- }
- PhysicsCollision* PxBody::getColShape()
- {
- return mColShape;
- }
- MatrixF& PxBody::getTransform( MatrixF *outMatrix )
- {
- AssertFatal( mActor, "PxBody::getTransform - The actor is null!" );
- mActor->getGlobalPose().getRowMajor44( *outMatrix );
- return *outMatrix;
- }
- Box3F PxBody::getWorldBounds()
- {
- AssertFatal( mActor, "PxBody::getTransform - The actor is null!" );
-
- NxBounds3 bounds;
- bounds.setEmpty();
- NxBounds3 shapeBounds;
- NxShape *const* pShapeArray = mActor->getShapes();
- U32 shapeCount = mActor->getNbShapes();
- for ( U32 i = 0; i < shapeCount; i++ )
- {
- // Get the shape's bounds.
- pShapeArray[i]->getWorldBounds( shapeBounds );
- // Combine them into the total bounds.
- bounds.combine( shapeBounds );
- }
- return pxCast<Box3F>( bounds );
- }
- void PxBody::setSimulationEnabled( bool enabled )
- {
- if ( mIsEnabled == enabled )
- return;
-
- // This sucks, but it has to happen if we want
- // to avoid write lock errors from PhysX right now.
- mWorld->releaseWriteLock();
- if ( enabled )
- {
- mIsEnabled = true;
- mActor->clearActorFlag( NX_AF_DISABLE_RESPONSE );
- mActor->clearActorFlag( NX_AF_DISABLE_COLLISION );
- // Don't clear the flag if its supposed to be kinematic.
- if ( !(mBodyFlags & BF_KINEMATIC) )
- mActor->clearBodyFlag( NX_BF_KINEMATIC );
- if ( isDynamic() )
- mActor->wakeUp();
- }
- else
- {
- mIsEnabled = false;
- mActor->raiseActorFlag( NX_AF_DISABLE_RESPONSE );
- mActor->raiseActorFlag( NX_AF_DISABLE_COLLISION );
- mActor->raiseBodyFlag( NX_BF_KINEMATIC );
- }
- NxShape *const* shapes = mActor->getShapes();
- for ( S32 i = 0; i < mActor->getNbShapes(); i++ )
- shapes[i]->setFlag( NX_SF_DISABLE_RAYCASTING, !mIsEnabled );
- }
- void PxBody::setTransform( const MatrixF &transform )
- {
- AssertFatal( mActor, "PxBody::setTransform - The actor is null!" );
- // This sucks, but it has to happen if we want
- // to avoid write lock errors from PhysX right now.
- mWorld->releaseWriteLock();
- NxMat34 xfm;
- xfm.setRowMajor44( transform );
- mActor->setGlobalPose( xfm );
- // If its dynamic we have more to do.
- if ( mActor->isDynamic() && !mActor->readBodyFlag( NX_BF_KINEMATIC ) )
- {
- mActor->setLinearVelocity( NxVec3( 0, 0, 0 ) );
- mActor->setAngularVelocity( NxVec3( 0, 0, 0 ) );
- mActor->wakeUp();
- }
- }
- void PxBody::applyCorrection( const MatrixF &transform )
- {
- AssertFatal( mActor, "PxBody::applyCorrection - The actor is null!" );
- AssertFatal( isDynamic(), "PxBody::applyCorrection - This call is only for dynamics!" );
- // This sucks, but it has to happen if we want
- // to avoid write lock errors from PhysX right now.
- mWorld->releaseWriteLock();
- NxMat34 xfm;
- xfm.setRowMajor44( transform );
- mActor->setGlobalPose( xfm );
- }
- void PxBody::applyImpulse( const Point3F &origin, const Point3F &force )
- {
- AssertFatal( mActor, "PxBody::applyImpulse - The actor is null!" );
- // This sucks, but it has to happen if we want
- // to avoid write lock errors from PhysX right now.
- mWorld->releaseWriteLock();
- if ( mIsEnabled && isDynamic() )
- mActor->addForceAtPos( pxCast<NxVec3>( force ),
- pxCast<NxVec3>( origin ),
- NX_IMPULSE );
- }
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