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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/physicsForce.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/physicsWorld.h"
- #include "T3D/physics/physicsBody.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CONOBJECT(PhysicsForce);
- ConsoleDocClass( PhysicsForce,
- "@brief Helper object for gameplay physical forces.\n\n"
- "%PhysicsForces can be created and \"attached\" to other @link PhysicsBody PhysicsBodies@endlink "
- "to attract them to the position of the PhysicsForce."
- "@ingroup Physics\n"
- );
- PhysicsForce::PhysicsForce()
- :
- mWorld( NULL ),
- mForce(0.0f),
- mPhysicsTick( false ),
- mBody( NULL )
- {
- }
- PhysicsForce::~PhysicsForce()
- {
- }
- void PhysicsForce::initPersistFields()
- {
- Parent::initPersistFields();
- }
- bool PhysicsForce::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- // Find the physics world we're in.
- if ( PHYSICSMGR )
- mWorld = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
- setProcessTick( true );
- getProcessList()->preTickSignal().notify( this, &PhysicsForce::_preTick );
- return true;
- }
- void PhysicsForce::onRemove()
- {
- mWorld = NULL;
- mBody = NULL;
- getProcessList()->preTickSignal().remove( this, &PhysicsForce::_preTick );
- setProcessTick( false );
- Parent::onRemove();
- }
- void PhysicsForce::attach( const Point3F &start, const Point3F &direction, F32 maxDist )
- {
- detach();
- // If there is no physics world then we cannot apply any forces.
- if ( !mWorld )
- return;
- PhysicsBody *body = mWorld->castRay( start, start + ( direction * maxDist ), PhysicsWorld::BT_Dynamic );
- if ( !body )
- return;
- mBody = body;
- }
- void PhysicsForce::detach( const Point3F &force )
- {
- if ( mBody && !force.isZero() )
- {
- Point3F cMass = mBody->getCMassPosition();
- F32 mass = mBody->getMass();
- Point3F impulse = ( mass * force ) / TickSec;
- mBody->applyImpulse( cMass, impulse );
- }
- mBody = NULL;
- }
- void PhysicsForce::onMount( SceneObject *obj, S32 node )
- {
- Parent::onMount( obj, node );
- processAfter( obj );
- MatrixF mat( true );
- mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
- setTransform( mat );
- }
- void PhysicsForce::onUnmount( SceneObject *obj, S32 node )
- {
- clearProcessAfter();
- Parent::onUnmount( obj, node );
- }
- void PhysicsForce::_preTick()
- {
- // How Torque works we sometimes get double or more
- // ticks within a single simulation step. This occurs
- // for various reasons including odd timesteps and low
- // framerate.
- //
- // In order to keep performance from plumeting we do
- // not tick physics multiple times... instead it just
- // looses time.
- //
- // We set this variable below to let processTick know
- // that physics hasn't stepped yet and to skip processing.
- //
- // This doesn't completely solve the issue, but it does
- // make things much better.
- //
- mPhysicsTick = true;
- }
- void PhysicsForce::processTick( const Move * )
- {
- if ( isMounted() )
- {
- MatrixF test( true );
- test.setPosition( Point3F( 0, 4, 0 ) );
- AssertFatal( test != mMount.xfm, "Error!" );
- MatrixF mat( true );
- mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
- setTransform( mat );
- }
- // Nothing to do without a body or if physics hasn't ticked.
- if ( !mBody || !mPhysicsTick )
- return;
- mPhysicsTick = false;
- // If we lost the body then release it.
- if ( !mBody->isDynamic() || !mBody->isSimulationEnabled() )
- {
- detach();
- return;
- }
- // Get our distance to the body.
- Point3F cMass = mBody->getCMassPosition();
- Point3F vector = getPosition() - cMass;
- // Apply the force!
- F32 mass = mBody->getMass();
- Point3F impulse = ( mass * vector ) / TickSec;
- // Counter balance the linear impulse.
- Point3F linVel = mBody->getLinVelocity();
- Point3F currentForce = linVel * mass;
- // Apply it.
- mBody->applyImpulse( cMass, impulse - currentForce );
- }
- DefineEngineMethod( PhysicsForce, attach, void, ( Point3F start, Point3F direction, F32 maxDist ),,
- "@brief Attempts to associate the PhysicsForce with a PhysicsBody.\n\n"
- "Performs a physics ray cast of the provided length and direction. The %PhysicsForce "
- "will attach itself to the first dynamic PhysicsBody the ray collides with. "
- "On every tick, the attached body will be attracted towards the position of the %PhysicsForce.\n\n"
- "A %PhysicsForce can only be attached to one body at a time.\n\n"
- "@note To determine if an %attach was successful, check isAttached() immediately after "
- "calling this function.n\n")
- {
- object->attach( start, direction, maxDist );
- }
- DefineEngineMethod( PhysicsForce, detach, void, ( Point3F force ), ( Point3F::Zero ),
- "@brief Disassociates the PhysicsForce from any attached PhysicsBody.\n\n"
- "@param force Optional force to apply to the attached PhysicsBody "
- "before detaching.\n\n"
- "@note Has no effect if the %PhysicsForce is not attached to anything.\n\n")
- {
- object->detach( force );
- }
- DefineEngineMethod( PhysicsForce, isAttached, bool, (),,
- "@brief Returns true if the %PhysicsForce is currently attached to an object.\n\n"
- "@see PhysicsForce::attach()")
- {
- return object->isAttached();
- }
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