//----------------------------------------------------------------------------- // 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/rigidBodycomponent.h" #include "core/util/safeDelete.h" #include "console/consoleTypes.h" #include "console/consoleObject.h" #include "core/stream/bitStream.h" #include "console/engineAPI.h" #include "sim/netConnection.h" #include "T3D/physics/physicsBody.h" #include "T3D/physics/physicsPlugin.h" #include "T3D/physics/physicsWorld.h" #include "T3D/physics/physicsCollision.h" #include "T3D/components/collision/collisioncomponent.h" bool RigidBodyComponent::smNoCorrections = false; bool RigidBodyComponent::smNoSmoothing = false; ////////////////////////////////////////////////////////////////////////// // Constructor/Destructor ////////////////////////////////////////////////////////////////////////// RigidBodyComponent::RigidBodyComponent() : Component() { mMass = 20; mDynamicFriction = 1; mStaticFriction = 0.1f; mRestitution = 10; mLinearDamping = 0; mAngularDamping = 0; mLinearSleepThreshold = 1; mAngularSleepThreshold = 1; mWaterDampingScale = 0.1f; mBuoyancyDensity = 1; mSimType = SimType_ServerOnly; mPhysicsRep = NULL; mResetPos = MatrixF::Identity; mOwnerColComponent = NULL; mFriendlyName = "RigidBody(Component)"; } RigidBodyComponent::~RigidBodyComponent() { } IMPLEMENT_CO_NETOBJECT_V1(RigidBodyComponent); bool RigidBodyComponent::onAdd() { if(! Parent::onAdd()) return false; return true; } void RigidBodyComponent::onRemove() { Parent::onRemove(); } void RigidBodyComponent::initPersistFields() { Parent::initPersistFields(); } //This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior void RigidBodyComponent::onComponentAdd() { Parent::onComponentAdd(); if (isServerObject()) { storeRestorePos(); PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset); } CollisionComponent *colComp = mOwner->getComponent(); if (colComp) { colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics); updatePhysics(colComp->getCollisionData()); } else updatePhysics(); } void RigidBodyComponent::onComponentRemove() { Parent::onComponentRemove(); if (isServerObject()) { PhysicsPlugin::getPhysicsResetSignal().remove(this, &RigidBodyComponent::_onPhysicsReset); } CollisionComponent *colComp = mOwner->getComponent(); if (colComp) { colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics); } SAFE_DELETE(mPhysicsRep); } void RigidBodyComponent::componentAddedToOwner(Component *comp) { CollisionComponent *colComp = dynamic_cast(comp); if (colComp) { colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics); updatePhysics(colComp->getCollisionData()); } } void RigidBodyComponent::componentRemovedFromOwner(Component *comp) { //test if this is a shape component! CollisionComponent *colComp = dynamic_cast(comp); if (colComp) { colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics); updatePhysics(); } } void RigidBodyComponent::ownerTransformSet(MatrixF *mat) { if (mPhysicsRep) mPhysicsRep->setTransform(mOwner->getTransform()); } void RigidBodyComponent::updatePhysics(PhysicsCollision* collision) { SAFE_DELETE(mPhysicsRep); if (!PHYSICSMGR) return; mWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); if (!collision) return; mPhysicsRep = PHYSICSMGR->createBody(); mPhysicsRep->init(collision, mMass, 0, mOwner, mWorld); mPhysicsRep->setMaterial(mRestitution, mDynamicFriction, mStaticFriction); mPhysicsRep->setDamping(mLinearDamping, mAngularDamping); mPhysicsRep->setSleepThreshold(mLinearSleepThreshold, mAngularSleepThreshold); mPhysicsRep->setTransform(mOwner->getTransform()); // The reset position is the transform on the server // at creation time... its not used on the client. if (isServerObject()) { storeRestorePos(); PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset); } } U32 RigidBodyComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) { U32 retMask = Parent::packUpdate(con, mask, stream); if (stream->writeFlag(mask & StateMask)) { // This will encode the position relative to the control // object position. // // This will compress the position to as little as 6.25 // bytes if the position is within about 30 meters of the // control object. // // Worst case its a full 12 bytes + 2 bits if the position // is more than 500 meters from the control object. // stream->writeCompressedPoint(mState.position); // Use only 3.5 bytes to send the orientation. stream->writeQuat(mState.orientation, 9); // If the server object has been set to sleep then // we don't need to send any velocity. if (!stream->writeFlag(mState.sleeping)) { // This gives me ~0.015f resolution in velocity magnitude // while only costing me 1 bit of the velocity is zero length, // <5 bytes in normal cases, and <8 bytes if the velocity is // greater than 1000. AssertWarn(mState.linVelocity.len() < 1000.0f, "PhysicsShape::packUpdate - The linVelocity is out of range!"); stream->writeVector(mState.linVelocity, 1000.0f, 16, 9); // For angular velocity we get < 0.01f resolution in magnitude // with the most common case being under 4 bytes. AssertWarn(mState.angVelocity.len() < 10.0f, "PhysicsShape::packUpdate - The angVelocity is out of range!"); stream->writeVector(mState.angVelocity, 10.0f, 10, 9); } } return retMask; } void RigidBodyComponent::unpackUpdate(NetConnection *con, BitStream *stream) { Parent::unpackUpdate(con, stream); if (stream->readFlag()) // StateMask { PhysicsState state; // Read the encoded and compressed position... commonly only 6.25 bytes. stream->readCompressedPoint(&state.position); // Read the compressed quaternion... 3.5 bytes. stream->readQuat(&state.orientation, 9); state.sleeping = stream->readFlag(); if (!state.sleeping) { stream->readVector(&state.linVelocity, 1000.0f, 16, 9); stream->readVector(&state.angVelocity, 10.0f, 10, 9); } if (!smNoCorrections && mPhysicsRep && mPhysicsRep->isDynamic()) { // Set the new state on the physics object immediately. mPhysicsRep->applyCorrection(state.getTransform()); mPhysicsRep->setSleeping(state.sleeping); if (!state.sleeping) { mPhysicsRep->setLinVelocity(state.linVelocity); mPhysicsRep->setAngVelocity(state.angVelocity); } mPhysicsRep->getState(&mState); } // If there is no physics object then just set the // new state... the tick will take care of the // interpolation and extrapolation. if (!mPhysicsRep || !mPhysicsRep->isDynamic()) mState = state; } } void RigidBodyComponent::processTick() { Parent::processTick(); if (!mPhysicsRep || !PHYSICSMGR) return; // Note that unlike TSStatic, the serverside PhysicsShape does not // need to play the ambient animation because even if the animation were // to move collision shapes it would not affect the physx representation. PROFILE_START(RigidBodyComponent_ProcessTick); if (!mPhysicsRep->isDynamic()) return; // SINGLE PLAYER HACK!!!! if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject()) { RigidBodyComponent *servObj = (RigidBodyComponent*)getServerObject(); mOwner->setTransform(servObj->mState.getTransform()); mRenderState[0] = servObj->mRenderState[0]; mRenderState[1] = servObj->mRenderState[1]; return; } // Store the last render state. mRenderState[0] = mRenderState[1]; // If the last render state doesn't match the last simulation // state then we got a correction and need to Point3F errorDelta = mRenderState[1].position - mState.position; const bool doSmoothing = !errorDelta.isZero() && !smNoSmoothing; const bool wasSleeping = mState.sleeping; // Get the new physics state. mPhysicsRep->getState(&mState); updateContainerForces(); // Smooth the correction back into the render state. mRenderState[1] = mState; if (doSmoothing) { F32 correction = mClampF(errorDelta.len() / 20.0f, 0.1f, 0.9f); mRenderState[1].position.interpolate(mState.position, mRenderState[0].position, correction); mRenderState[1].orientation.interpolate(mState.orientation, mRenderState[0].orientation, correction); } //Check if any collisions occured findContact(); // If we haven't been sleeping then update our transform // and set ourselves as dirty for the next client update. if (!wasSleeping || !mState.sleeping) { // Set the transform on the parent so that // the physics object isn't moved. mOwner->setTransform(mState.getTransform()); // If we're doing server simulation then we need // to send the client a state update. if (isServerObject() && mPhysicsRep && !smNoCorrections && !PHYSICSMGR->isSinglePlayer() // SINGLE PLAYER HACK!!!! ) setMaskBits(StateMask); } PROFILE_END(); } void RigidBodyComponent::findContact() { SceneObject *contactObject = NULL; VectorF *contactNormal = new VectorF(0, 0, 0); Vector overlapObjects; mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects); if (!overlapObjects.empty()) { //fire our signal that the physics sim said collisions happened onPhysicsCollision.trigger(*contactNormal, overlapObjects); } } void RigidBodyComponent::_onPhysicsReset(PhysicsResetEvent reset) { if (reset == PhysicsResetEvent_Store) mResetPos = mOwner->getTransform(); else if (reset == PhysicsResetEvent_Restore) { mOwner->setTransform(mResetPos); } } void RigidBodyComponent::storeRestorePos() { mResetPos = mOwner->getTransform(); } void RigidBodyComponent::applyImpulse(const Point3F &pos, const VectorF &vec) { if (mPhysicsRep && mPhysicsRep->isDynamic()) mPhysicsRep->applyImpulse(pos, vec); } void RigidBodyComponent::applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude) { if (!mPhysicsRep || !mPhysicsRep->isDynamic()) return; // TODO: Find a better approximation of the // force vector using the object box. VectorF force = mOwner->getWorldBox().getCenter() - origin; F32 dist = force.magnitudeSafe(); force.normalize(); if (dist == 0.0f) force *= magnitude; else force *= mClampF(radius / dist, 0.0f, 1.0f) * magnitude; mPhysicsRep->applyImpulse(origin, force); // TODO: There is no simple way to really sync this sort of an // event with the client. // // The best is to send the current physics snapshot, calculate the // time difference from when this event occured and the time when the // client recieves it, and then extrapolate where it should be. // // Even then its impossible to be absolutely sure its synced. // // Bottom line... you shouldn't use physics over the network like this. // } void RigidBodyComponent::updateContainerForces() { PROFILE_SCOPE(RigidBodyComponent_updateContainerForces); // If we're not simulating don't update forces. PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); if (!world || !world->isEnabled()) return; ContainerQueryInfo info; info.box = mOwner->getWorldBox(); info.mass = mMass; // Find and retreive physics info from intersecting WaterObject(s) mOwner->getContainer()->findObjects(mOwner->getWorldBox(), WaterObjectType | PhysicalZoneObjectType, findRouter, &info); // Calculate buoyancy and drag F32 angDrag = mAngularDamping; F32 linDrag = mLinearDamping; F32 buoyancy = 0.0f; Point3F cmass = mPhysicsRep->getCMassPosition(); F32 density = mBuoyancyDensity; if (density > 0.0f) { if (info.waterCoverage > 0.0f) { F32 waterDragScale = info.waterViscosity * mWaterDampingScale; F32 powCoverage = mPow(info.waterCoverage, 0.25f); angDrag = mLerp(angDrag, angDrag * waterDragScale, powCoverage); linDrag = mLerp(linDrag, linDrag * waterDragScale, powCoverage); } buoyancy = (info.waterDensity / density) * mPow(info.waterCoverage, 2.0f); // A little hackery to prevent oscillation // Based on this blog post: // (http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html) // JCF: disabled! Point3F buoyancyForce = buoyancy * -world->getGravity() * TickSec * mMass; mPhysicsRep->applyImpulse(cmass, buoyancyForce); } // Update the dampening as the container might have changed. mPhysicsRep->setDamping(linDrag, angDrag); // Apply physical zone forces. if (!info.appliedForce.isZero()) mPhysicsRep->applyImpulse(cmass, info.appliedForce); }