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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 "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<CollisionComponent>();
- 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<CollisionComponent>();
- if (colComp)
- {
- colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics);
- }
- SAFE_DELETE(mPhysicsRep);
- }
- void RigidBodyComponent::componentAddedToOwner(Component *comp)
- {
- CollisionComponent *colComp = dynamic_cast<CollisionComponent*>(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<CollisionComponent*>(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<SceneObject*> 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);
- }
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