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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/physicsDebris.h"
- #include "core/stream/bitStream.h"
- #include "math/mathUtils.h"
- #include "console/consoleTypes.h"
- #include "console/consoleObject.h"
- #include "console/engineAPI.h"
- #include "sim/netConnection.h"
- #include "scene/sceneRenderState.h"
- #include "scene/sceneManager.h"
- #include "ts/tsShapeInstance.h"
- #include "T3D/gameBase/gameProcess.h"
- #include "core/resourceManager.h"
- #include "gfx/gfxTransformSaver.h"
- #include "lighting/lightQuery.h"
- #include "T3D/physics/physicsBody.h"
- #include "T3D/physics/physicsCollision.h"
- #include "T3D/physics/physicsWorld.h"
- #include "collision/concretePolyList.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "math/mathUtils.h"
- #include "gui/worldEditor/worldEditor.h"
- #include "T3D/containerQuery.h"
- F32 PhysicsDebris::smLifetimeScale = 1.0f;
- IMPLEMENT_CO_DATABLOCK_V1( PhysicsDebrisData );
- ConsoleDocClass( PhysicsDebrisData,
-
- "@brief Defines the properties of a PhysicsDebris object.\n\n"
- "@see PhysicsDebris.\n"
- "@ingroup Physics"
- );
- PhysicsDebrisData::PhysicsDebrisData()
- : mass( 1.0f ),
- dynamicFriction( 0.0f ),
- staticFriction( 0.0f ),
- restitution( 0.0f ),
- linearDamping( 0.0f ),
- angularDamping( 0.0f ),
- linearSleepThreshold( 1.0f ),
- angularSleepThreshold( 1.0f ),
- waterDampingScale( 1.0f ),
- buoyancyDensity( 0.0f ),
- castShadows( true )
- {
- lifetime = 5.0f;
- lifetimeVariance = 0.0f;
- INIT_ASSET(Shape);
- }
- bool PhysicsDebrisData::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- return true;
- }
- bool PhysicsDebrisData::preload( bool server, String &errorStr )
- {
- if ( Parent::preload( server, errorStr ) == false )
- return false;
- if ( server ) return true;
- if ( mShapeAsset.notNull() )
- {
- // Create a dummy shape to force the generation of shaders and materials
- // during the level load and not during gameplay.
- TSShapeInstance *pDummy = new TSShapeInstance( mShape, !server );
- delete pDummy;
- }
- else
- {
- errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", mShapeAssetId);
- return false;
- }
- return true;
- }
- void PhysicsDebrisData::initPersistFields()
- {
- addGroup( "Display" );
- addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
- "@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
- "Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
-
- INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
- "Compatable with Live-Asset Reloading.");
- addField( "castShadows", TypeBool, Offset( castShadows, PhysicsDebrisData ),
- "@brief Determines if the shape's shadow should be cast onto the environment.\n\n" );
- endGroup( "Display" );
- addGroup( "Physical Properties" );
- addField("lifetime", TypeF32, Offset( lifetime, PhysicsDebrisData ),
- "@brief Base time, in seconds, that debris persists after time of creation.\n\n"
- "@note A %PhysicsDebris' lifetime multiplied by it's $pref::PhysicsDebris::lifetimeScale "
- "must be equal to or greater than 1.0.\n\n");
- addField("lifetimeVariance", TypeF32, Offset( lifetimeVariance, PhysicsDebrisData ),
- "@brief Range of variation randomly applied to lifetime when debris is created.\n\n"
- "Represents the maximum amount of seconds that will be added or subtracted to a shape's base lifetime. "
- "A value of 0 will apply the same lifetime to each shape created.\n\n");
- addField( "mass", TypeF32, Offset( mass, PhysicsDebrisData ),
- "@brief Value representing the mass of the shape.\n\n"
- "A shape's mass influences the magnitude of any force applied to it. "
- "@note All PhysicsDebris objects are dynamic.");
- addField( "friction", TypeF32, Offset( dynamicFriction, PhysicsDebrisData ),
- "@brief Coefficient of kinetic %friction to be applied to the shape.\n\n"
- "Kinetic %friction reduces the velocity of a moving object while it is in contact with a surface. "
- "A larger coefficient will result in a larger reduction in velocity. "
- "A shape's friction should be smaller than it's staticFriction, but greater than 0.\n\n"
- "@note This value is only applied while an object is in motion. For an object starting at rest, see PhysicsDebrisData::staticFriction");
- addField( "staticFriction", TypeF32, Offset( staticFriction, PhysicsDebrisData ),
- "@brief Coefficient of static %friction to be applied to the shape.\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. "
- "This value should be both greater than 0 and the PhysicsDebrisData::friction.\n\n"
- "@note This value is only applied while an object is at rest. For an object in motion, see PhysicsDebrisData::friction");
- addField( "restitution", TypeF32, Offset( restitution, PhysicsDebrisData ),
- "@brief Bounce coeffecient applied to the shape in response to a collision.\n\n"
- "Restitution is a ratio of a shape's velocity before and after a collision. "
- "A value of 0 will zero out a shape's post-collision velocity, making it stop on contact. "
- "Larger values will remove less velocity after a collision, making it \'bounce\' with greater force. "
- "Normal %restitution values range between 0 and 1.0."
- "@note Values near or equaling 1.0 are likely to cause undesirable results in the physics simulation."
- " Because of this, it is reccomended to avoid values close to 1.0");
- addField( "linearDamping", TypeF32, Offset( linearDamping, PhysicsDebrisData ),
- "@brief Value that reduces an object's linear velocity over time.\n\n"
- "Larger values will cause velocity to decay quicker.\n\n" );
- addField( "angularDamping", TypeF32, Offset( angularDamping, PhysicsDebrisData ),
- "@brief Value that reduces an object's rotational velocity over time.\n\n"
- "Larger values will cause velocity to decay quicker.\n\n" );
- addField( "linearSleepThreshold", TypeF32, Offset( linearSleepThreshold, PhysicsDebrisData ),
- "@brief Minimum linear velocity before the shape can be put to sleep.\n\n"
- "This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources.\n\n"
- "@note The shape must be dynamic.");
- addField( "angularSleepThreshold", TypeF32, Offset( angularSleepThreshold, PhysicsDebrisData ),
- "@brief Minimum rotational velocity before the shape can be put to sleep.\n\n"
- "This should be a positive value. Shapes put to sleep will not be simulated in order to save system resources.\n\n"
- "@note The shape must be dynamic.");
- addField( "waterDampingScale", TypeF32, Offset( waterDampingScale, PhysicsDebrisData ),
- "@brief Scale to apply to linear and angular dampening while underwater.\n\n "
- "@see angularDamping linearDamping" );
- addField( "buoyancyDensity", TypeF32, Offset( buoyancyDensity, PhysicsDebrisData ),
- "@brief The density of this shape for purposes of calculating buoyant forces.\n\n"
- "The result of the calculated buoyancy is relative to the density of the WaterObject the PhysicsDebris is within."
- "@see WaterObject::density");
- endGroup( "Physical Properties" );
- Parent::initPersistFields();
- }
- void PhysicsDebrisData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- stream->writeFlag( castShadows );
- stream->write( lifetime );
- stream->write( lifetimeVariance );
- stream->write( mass );
- stream->write( dynamicFriction );
- stream->write( staticFriction );
- stream->write( restitution );
- stream->write( linearDamping );
- stream->write( angularDamping );
- stream->write( linearSleepThreshold );
- stream->write( angularSleepThreshold );
- stream->write( waterDampingScale );
- stream->write( buoyancyDensity );
- PACKDATA_ASSET(Shape);
- }
- void PhysicsDebrisData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- castShadows = stream->readFlag();
- stream->read( &lifetime );
- stream->read( &lifetimeVariance );
- stream->read( &mass );
- stream->read( &dynamicFriction );
- stream->read( &staticFriction );
- stream->read( &restitution );
- stream->read( &linearDamping );
- stream->read( &angularDamping );
- stream->read( &linearSleepThreshold );
- stream->read( &angularSleepThreshold );
- stream->read( &waterDampingScale );
- stream->read( &buoyancyDensity );
- UNPACKDATA_ASSET(Shape);
- }
- DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
- "@brief Loads some information to have readily available at simulation time.\n\n"
- "Forces generation of shaders, materials, and other data used by the %PhysicsDebris object. "
- "This function should be used while a level is loading in order to shorten "
- "the amount of time to create a PhysicsDebris in game.\n\n")
- {
- String errorStr;
- object->_setShape(object->getShape());
- if( !object->preload( false, errorStr ) )
- Con::errorf( "PhsysicsDebrisData::preload - error: %s", errorStr.c_str() );
- }
- IMPLEMENT_CO_NETOBJECT_V1( PhysicsDebris );
- ConsoleDocClass( PhysicsDebris,
-
- "@brief Represents one or more rigid bodies defined in a single mesh file with "
- "a limited lifetime.\n\n"
- "A PhysicsDebris object can be viewed as a single system capable of generating multiple "
- "@link PhysicsBody PhysicsBodies@endlink as debris when triggered. Vaguely similar to how "
- "a ParticleEmitter is capable of creating Particles, but isn't a particle in itself. "
- "After it's lifetime has elapsed, the object will be deleted.\n\n"
- "%PhysicsDebris loads a standard .DAE or .DTS file and creates a rigid body for "
- "each defined collision node.\n\n"
- "For collision nodes to work correctly, they must be setup as follows:\n"
- " - Visible mesh nodes are siblings of the collision node under a common parent dummy node.\n"
- " - Collision node is a child of its visible mesh node.\n\n"
- "Colmesh type nodes are NOT supported; physx and most standard rigid "
- "body simulations do not support arbitrary triangle meshs for dynamics "
- "do to the computational expense.\n\n"
- "Therefore, collision nodes must be one of the following:\n"
- " - Colbox\n"
- " - Colsphere\n"
- " - Colcapsule\n"
- " - Col (convex).\n\n"
- "%PhysicsDebris should NOT be created on the server.\n\n"
-
- "@ingroup Physics"
- );
- PhysicsDebris* PhysicsDebris::create( PhysicsDebrisData *datablock,
- const MatrixF &transform,
- const VectorF &linVel )
- {
- // Skip out if we don't have a datablock or the
- // global lifetime scale has it living less than
- // a second.
- if ( !datablock ||
- ( datablock->lifetime > 0.0f &&
- datablock->lifetime * smLifetimeScale < 1.0f ) )
- return NULL;
- PhysicsDebris *debris = new PhysicsDebris();
- debris->setDataBlock( datablock );
- debris->setTransform( transform );
- debris->mInitialLinVel = linVel;
- if ( !debris->registerObject() )
- {
- delete debris;
- return NULL;
- }
- return debris;
- }
- PhysicsDebris::PhysicsDebris()
- : mLifetime( 0.0f ),
- mInitialLinVel( Point3F::Zero ),
- mDataBlock( NULL ),
- mShapeInstance( NULL ),
- mWorld( NULL )
- {
- mTypeMask |= DebrisObjectType | DynamicShapeObjectType;
- // Only allocated client side.
- mNetFlags.set( IsGhost );
- }
- PhysicsDebris::~PhysicsDebris()
- {
- }
- void PhysicsDebris::initPersistFields()
- {
- Con::addVariable( "$pref::PhysicsDebris::lifetimeScale", TypeF32, &smLifetimeScale,
- "@brief Scales how long %PhysicsDebris will live before being removed.\n"
- "@note A value of 0 will disable PhysicsDebris entirely.");
- Parent::initPersistFields();
- }
- bool PhysicsDebris::onAdd()
- {
- AssertFatal( isClientObject(), "PhysicsDebris::onAdd - This shouldn't be added on the server!" );
- if ( !Parent::onAdd() )
- return false;
- if( !mDataBlock )
- {
- Con::errorf("PhysicsDebris::onAdd - Fail - No datablock");
- return false;
- }
- // If it has a fixed lifetime then calculate it.
- if ( mDataBlock->lifetime > 0.0f )
- {
- F32 lifeVar = (mDataBlock->lifetimeVariance * 2.0f * gRandGen.randF(-1.0,1.0)) - mDataBlock->lifetimeVariance;
- mLifetime = mDataBlock->lifetime + lifeVar;
- }
- // Setup our bounding box
- mObjBox = mDataBlock->mShape->mBounds;
- resetWorldBox();
- // Add it to the client scene.
- addToScene();
- // We add the debris to the net connection so that
- // it is cleaned up when the client disconnects.
- NetConnection *conn = NetConnection::getConnectionToServer();
- AssertFatal( conn != NULL, "PhysicsDebris::onAdd - Got null net connection!");
- conn->addObject(this);
- PhysicsPlugin::getPhysicsResetSignal().notify( this, &PhysicsDebris::_onPhysicsReset );
- _createFragments();
- return true;
- }
- bool PhysicsDebris::onNewDataBlock( GameBaseData *dptr, bool reload )
- {
- if ( !dptr )
- return false;
- mDataBlock = dynamic_cast< PhysicsDebrisData* >( dptr );
- if ( !mDataBlock )
- {
- Con::errorf( ConsoleLogEntry::General, "PhysicsDebris::onNewDataBlock - datablock ( %i ) is not of type PhysicsDebrisData.", dptr->getId() );
- return false;
- }
- return true;
- }
- void PhysicsDebris::onRemove()
- {
- PhysicsPlugin::getPhysicsResetSignal().remove( this, &PhysicsDebris::_onPhysicsReset );
- _deleteFragments();
- removeFromScene();
- Parent::onRemove();
- }
- void PhysicsDebris::processTick( const Move* )
- {
- PROFILE_SCOPE( PhysicsDebris_processTick );
- // Delete the debris if our lifetime has expired.
- if ( mDataBlock->lifetime > 0.0f &&
- mIsZero( mLifetime ) )
- {
- deleteObject();
- return;
- }
- MatrixF mat;
- mWorldBox = Box3F::Invalid;
- Box3F bounds;
- FragmentVector::iterator fragment = mFragments.begin();
- for ( ; fragment != mFragments.end(); fragment++ )
- {
- // Store the last position.
- fragment->lastPos = fragment->pos;
- fragment->lastRot = fragment->rot;
- // Get the new position.
- fragment->body->getTransform( &mat );
- // Calculate the delta between the current
- // global pose and the last global pose.
- fragment->pos = mat.getPosition();
- fragment->rot.set( mat );
- // Update the bounds.
- bounds = fragment->body->getWorldBounds();
- mWorldBox.intersect( bounds );
- // Apply forces for the next tick.
- _updateForces( fragment->body, bounds );
- }
- // Finish up the bounds update.
- mWorldSphere.radius = (mWorldBox.maxExtents - mWorldSphere.center).len();
- mObjBox = mWorldBox;
- mWorldToObj.mul(mObjBox);
- mRenderWorldBox = mWorldBox;
- mRenderWorldSphere = mWorldSphere;
- }
- void PhysicsDebris::_updateForces( PhysicsBody *body, const Box3F &bounds )
- {
- PROFILE_SCOPE( PhysicsDebris_updateForces );
- // If we're not simulating don't update forces.
- if ( !mWorld->isEnabled() )
- return;
- ContainerQueryInfo info;
- info.box = bounds;
- info.mass = mDataBlock->mass;
- // Find and retreive physics info from intersecting WaterObject(s)
- getContainer()->findObjects( bounds, WaterObjectType|PhysicalZoneObjectType, findRouter, &info );
- // Calculate buoyancy and drag
- F32 angDrag = mDataBlock->angularDamping;
- F32 linDrag = mDataBlock->linearDamping;
- F32 buoyancy = 0.0f;
- Point3F cmass = body->getCMassPosition();
- F32 density = mDataBlock->buoyancyDensity;
- if ( density > 0.0f )
- {
- if ( info.waterCoverage > 0.0f )
- {
- F32 waterDragScale = info.waterViscosity * mDataBlock->waterDampingScale;
- F32 powCoverage = mPow( info.waterCoverage, 0.25f );
- angDrag = mLerp( angDrag, angDrag * waterDragScale, powCoverage );
- linDrag = mLerp( linDrag, linDrag * waterDragScale, powCoverage );
- }
- // 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)
- buoyancy = ( info.waterDensity / density ) * mPow( info.waterCoverage, 2.0f );
-
- Point3F buoyancyForce = buoyancy * -mWorld->getGravity() * TickSec * mDataBlock->mass;
- body->applyImpulse( cmass, buoyancyForce );
- }
- // Update the dampening as the container might have changed.
- body->setDamping( linDrag, angDrag );
- // Apply physical zone forces.
- if ( !info.appliedForce.isZero() )
- body->applyImpulse( cmass, info.appliedForce );
- }
- void PhysicsDebris::advanceTime( F32 dt )
- {
- // Decrement the lifetime.
- if ( smLifetimeScale > 0.0f )
- mLifetime = getMax( 0.0f, mLifetime - ( dt / smLifetimeScale ) );
- else
- mLifetime = 0.0f;
- }
- void PhysicsDebris::interpolateTick( F32 dt )
- {
- PROFILE_SCOPE( PhysicsDebris_interpolateTick );
- mShapeInstance->animate();
- if ( mShapeInstance->getCurrentDetail() < 0 )
- return;
- const MatrixF &objectXfm = getRenderWorldTransform();
- Vector<MatrixF> &nodeXfms = mShapeInstance->mNodeTransforms;
- MatrixF globalXfm;
- MatrixF tempXfm;
- QuatF newRot;
- Point3F newPos;
- FragmentVector::iterator fragment = mFragments.begin();
- for ( ; fragment != mFragments.end(); fragment++ )
- {
- // Do the interpolation.
- newRot.interpolate( fragment->rot, fragment->lastRot, dt );
- newRot.setMatrix( &globalXfm );
- newPos.interpolate( fragment->pos, fragment->lastPos, dt );
- globalXfm.setPosition( newPos );
- tempXfm = objectXfm * globalXfm;
- for ( S32 i = 0; i < fragment->nodeIds.size(); i++ )
- {
- S32 n = fragment->nodeIds[i];
- nodeXfms[n] = tempXfm;
- }
- }
- }
- void PhysicsDebris::prepRenderImage( SceneRenderState *state )
- {
- if( !mShapeInstance )
- return;
- // Skip shadow rendering if this debris doesn't support it.
- if ( state->isShadowPass() &&
- !mDataBlock->castShadows )
- return;
- // If the debris is completed LOD'd out then skip it.
- if ( mShapeInstance->setDetailFromPosAndScale( state, getRenderPosition(), getScale() ) < 0 )
- return;
- // Fade out the debris over the last second of its lifetime.
- F32 alpha = 1.0;
- if ( mDataBlock->lifetime > 0.0f )
- alpha = getMin( mLifetime * smLifetimeScale, 1.0f );
- // Set up our TS render state.
- TSRenderState rdata;
- rdata.setSceneState( state );
- rdata.setFadeOverride( alpha );
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- GFXTransformSaver saver;
- MatrixF mat = getRenderTransform();
- mat.scale( getScale() );
- GFX->setWorldMatrix( mat );
- mShapeInstance->animate();
- mShapeInstance->render( rdata );
- }
- void PhysicsDebris::applyImpulse( const Point3F &pos, const VectorF &vec )
- {
- FragmentVector::iterator fragment = mFragments.begin();
- for ( ; fragment != mFragments.end(); fragment++ )
- fragment->body->applyImpulse( pos, vec );
- }
- void PhysicsDebris::applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude )
- {
- FragmentVector::iterator fragment = mFragments.begin();
- for ( ; fragment != mFragments.end(); fragment++ )
- {
- PhysicsBody &body = *fragment->body;
- Box3F bounds = body.getWorldBounds();
- VectorF force = bounds.getCenter() - origin;
- F32 dist = force.magnitudeSafe();
- force.normalize();
- if ( dist == 0.0f )
- force *= magnitude;
- else
- force *= mClampF( radius / dist, 0.0f, 1.0f ) * magnitude;
- body.applyImpulse( origin, force );
- }
- }
- void PhysicsDebris::_createFragments()
- {
- _deleteFragments();
- mWorld = PHYSICSMGR->getWorld( "client" );
- if ( !mWorld )
- return;
- TSShape *shape = mDataBlock->mShape;
- mShapeInstance = new TSShapeInstance( shape, true );
- mShapeInstance->animate();
-
- Vector< CollisionShapeInfo > infoList;
- shape->buildColShapes( false, Point3F::One, &infoList );
-
- mFragments.setSize( infoList.size() );
- dMemset( mFragments.address(), 0, mFragments.memSize() );
- const Point3F damageDir( 0, 0, 1 );
- MatrixF bodyMat( true );
- bodyMat = getTransform();
- const U32 bodyFlags = PhysicsBody::BF_DEBRIS;
- mWorldBox = Box3F::Invalid;
- for ( S32 i = 0; i < infoList.size(); i++ )
- {
- const CollisionShapeInfo &info = infoList[i];
- Fragment &fragment = mFragments[i];
- if ( info.colNode == -1 )
- Con::errorf( "PhysicsDebris::_createFragments, Missing or couldnt find a colNode." );
- else
- _findNodes( info.colNode, fragment.nodeIds );
- PhysicsBody *body = PHYSICSMGR->createBody();
- body->init( info.colShape, mDataBlock->mass, bodyFlags, this, mWorld );
- body->setMaterial( mDataBlock->restitution, mDataBlock->dynamicFriction, mDataBlock->staticFriction );
- body->setDamping( mDataBlock->linearDamping, mDataBlock->angularDamping );
- body->setSleepThreshold( mDataBlock->linearSleepThreshold, mDataBlock->angularSleepThreshold );
- body->setTransform( bodyMat );
- body->setLinVelocity( mInitialLinVel );
- fragment.body = body;
- // Set the initial delta state.
- fragment.pos = bodyMat.getPosition();
- fragment.rot.set( bodyMat );
- fragment.lastPos = fragment.pos;
- fragment.lastRot = fragment.rot;
- // Update the bounds.
- mWorldBox.intersect( body->getWorldBounds() );
- }
- // Finish up updating the bounds.
- mWorldSphere.radius = (mWorldBox.maxExtents - mWorldSphere.center).len();
- mObjBox = mWorldBox;
- mWorldToObj.mul(mObjBox);
- mRenderWorldBox = mWorldBox;
- mRenderWorldSphere = mWorldSphere;
- }
- void PhysicsDebris::_deleteFragments()
- {
- FragmentVector::iterator fragment = mFragments.begin();
- for ( ; fragment != mFragments.end(); fragment++ )
- delete fragment->body;
- mFragments.clear();
- SAFE_DELETE( mShapeInstance );
- }
- void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
- {
- // Two possible cases:
- // 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
- // 2. Collision node is a child of its visible mesh node
- TSShape *shape = mDataBlock->mShape;
- S32 itr = shape->nodes[colNode].parentIndex;
- itr = shape->nodes[itr].firstChild;
- while ( itr != -1 )
- {
- if ( itr != colNode )
- nodeIds.push_back(itr);
- itr = shape->nodes[itr].nextSibling;
- }
- // If we didn't find any siblings of the collision node we assume
- // it is case #2 and the collision nodes direct parent is the visible mesh.
- if ( nodeIds.size() == 0 && shape->nodes[colNode].parentIndex != -1 )
- nodeIds.push_back( shape->nodes[colNode].parentIndex );
- }
- extern bool gEditingMission;
- void PhysicsDebris::_onPhysicsReset( PhysicsResetEvent reset )
- {
- if ( gEditingMission )
- {
- // Editing stuff, clean up the trash!
- safeDeleteObject();
- }
- }
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