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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/px.h"
- #include "T3D/physics/physX/pxMaterial.h"
- #include "T3D/physics/physX/pxWorld.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "console/consoleTypes.h"
- #include "core/stream/bitStream.h"
- IMPLEMENT_CO_DATABLOCK_V1( PxMaterial );
- ConsoleDocClass( PxMaterial,
-
- "@brief Defines a PhysX material assignable to a PxMaterial.\n\n"
- "When two actors collide, the collision behavior that results depends on the material properties "
- "of the actors' surfaces. For example, the surface properties determine if the actors will or will "
- "not bounce, or if they will slide or stick. Currently, the only special feature supported by materials "
- "is anisotropic friction, but according to Nvidia, other effects such as moving surfaces and more types "
- "of friction are slotted for future release.\n\n"
- "For more information, refer to Nvidia's PhysX docs.\n\n"
- "@ingroup Physics"
- );
- PxMaterial::PxMaterial()
- : mNxMat( NULL ),
- mNxMatId( -1 ),
- restitution( 0.0f ),
- staticFriction( 0.1f ),
- dynamicFriction( 0.95f ),
- mServer( false )
- {
- }
- PxMaterial::~PxMaterial()
- {
- }
- void PxMaterial::consoleInit()
- {
- Parent::consoleInit();
- }
- void PxMaterial::initPersistFields()
- {
- Parent::initPersistFields();
- addGroup("PxMaterial");
- addField( "restitution", TypeF32, Offset( restitution, PxMaterial ),
- "@brief Coeffecient of a bounce applied to the shape in response to a collision.\n\n"
- "A value of 0 makes the object bounce as little as possible, while higher values up to 1.0 result in more bounce.\n\n"
- "@note Values close to or above 1.0 may cause stability problems and/or increasing energy.");
- addField( "staticFriction", TypeF32, Offset( staticFriction, PxMaterial ),
- "@brief Coefficient of static %friction to be applied.\n\n"
- "Static %friction determines the force needed to start moving an at-rest object in contact with a surface. "
- "If the force applied onto shape cannot overcome the force of static %friction, the shape will remain at rest. "
- "A higher coefficient will require a larger force to start motion. "
- "@note This value should be larger than 0.\n\n");
- addField( "dynamicFriction", TypeF32, Offset( dynamicFriction, PxMaterial ),
- "@brief Coefficient of dynamic %friction to be applied.\n\n"
- "Dynamic %friction reduces the velocity of a moving object while it is in contact with a surface. "
- "A higher coefficient will result in a larger reduction in velocity. "
- "A shape's dynamicFriction should be equal to or larger than 0.\n\n");
- endGroup("PxMaterial");
- }
- void PxMaterial::onStaticModified( const char *slotName, const char *newValue )
- {
- if ( isProperlyAdded() && mNxMat != NULL )
- {
- mNxMat->setRestitution( restitution );
- mNxMat->setStaticFriction( staticFriction );
- mNxMat->setDynamicFriction( dynamicFriction );
- }
- }
- bool PxMaterial::preload( bool server, String &errorBuffer )
- {
- mServer = server;
- PxWorld *world = dynamic_cast<PxWorld*>( PHYSICSMGR->getWorld( server ? "server" : "client" ) );
- if ( !world )
- {
- // TODO: Error... in error buffer?
- return false;
- }
- NxMaterialDesc material;
- material.restitution = restitution;
- material.staticFriction = staticFriction;
- material.dynamicFriction = dynamicFriction;
- mNxMat = world->createMaterial( material );
- mNxMatId = mNxMat->getMaterialIndex();
- if ( mNxMatId == -1 )
- {
- errorBuffer = "PxMaterial::preload() - unable to create material!";
- return false;
- }
- return Parent::preload( server, errorBuffer );
- }
- void PxMaterial::packData( BitStream* stream )
- {
- Parent::packData( stream );
-
- stream->write( restitution );
- stream->write( staticFriction );
- stream->write( dynamicFriction );
- }
- void PxMaterial::unpackData( BitStream* stream )
- {
- Parent::unpackData( stream );
- stream->read( &restitution );
- stream->read( &staticFriction );
- stream->read( &dynamicFriction );
- }
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