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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/physicsShape.h"
- #include "console/consoleTypes.h"
- #include "core/stream/bitStream.h"
- #include "core/resourceManager.h"
- #include "math/mathIO.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/physicsBody.h"
- #include "T3D/physics/physicsWorld.h"
- #include "T3D/physics/physicsCollision.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "collision/concretePolyList.h"
- #include "ts/tsShapeInstance.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxTransformSaver.h"
- #include "T3D/physics/physicsDebris.h"
- #include "T3D/fx/explosion.h"
- #include "T3D/containerQuery.h"
- #include "lighting/lightQuery.h"
- #include "console/engineAPI.h"
- using namespace Torque;
- bool PhysicsShape::smNoCorrections = false;
- bool PhysicsShape::smNoSmoothing = false;
- ImplementEnumType( PhysicsSimType,
- "How to handle the physics simulation with the client's and server.\n"
- "@ingroup Physics\n\n")
- { PhysicsShapeData::SimType_ClientOnly, "ClientOnly", "Only handle physics on the client.\n" },
- { PhysicsShapeData::SimType_ServerOnly, "ServerOnly", "Only handle physics on the server.\n" },
- { PhysicsShapeData::SimType_ClientServer, "ClientServer", "Handle physics on both the client and server.\n" }
- EndImplementEnumType;
- IMPLEMENT_CO_DATABLOCK_V1( PhysicsShapeData );
- ConsoleDocClass( PhysicsShapeData,
-
- "@brief Defines the properties of a PhysicsShape.\n\n"
- "@see PhysicsShape.\n"
- "@ingroup Physics"
- );
- PhysicsShapeData::PhysicsShapeData()
- : 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 ),
- simType( SimType_ClientServer )
- {
- INIT_ASSET(Shape);
- }
- PhysicsShapeData::~PhysicsShapeData()
- {
- }
- void PhysicsShapeData::initPersistFields()
- {
- Parent::initPersistFields();
- addGroup("Media");
- INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
- "Compatable with Live-Asset Reloading. ")
- addField( "debris", TYPEID< SimObjectRef<PhysicsDebrisData> >(), Offset( debris, PhysicsShapeData ),
- "@brief Name of a PhysicsDebrisData to spawn when this shape is destroyed (optional)." );
- addField( "explosion", TYPEID< SimObjectRef<ExplosionData> >(), Offset( explosion, PhysicsShapeData ),
- "@brief Name of an ExplosionData to spawn when this shape is destroyed (optional)." );
- addField( "destroyedShape", TYPEID< SimObjectRef<PhysicsShapeData> >(), Offset( destroyedShape, PhysicsShapeData ),
- "@brief Name of a PhysicsShapeData to spawn when this shape is destroyed (optional)." );
- endGroup("Media");
- addGroup( "Physics" );
-
- addField( "mass", TypeF32, Offset( mass, PhysicsShapeData ),
- "@brief Value representing the mass of the shape.\n\n"
- "A shape's mass influences the magnitude of any force exerted on it. "
- "For example, a PhysicsShape with a large mass requires a much larger force to move than "
- "the same shape with a smaller mass.\n"
- "@note A mass of zero will create a kinematic shape while anything greater will create a dynamic shape.");
- addField( "friction", TypeF32, Offset( dynamicFriction, PhysicsShapeData ),
- "@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 higher coefficient will result in a larger velocity reduction. "
- "A shape's friction should be lower than it's staticFriction, but larger than 0.\n\n"
- "@note This value is only applied while an object is in motion. For an object starting at rest, see PhysicsShape::staticFriction");
- addField( "staticFriction", TypeF32, Offset( staticFriction, PhysicsShapeData ),
- "@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 larger coefficient will require a larger force to start motion. "
- "This value should be larger than zero and the physicsShape's friction.\n\n"
- "@note This value is only applied while an object is at rest. For an object in motion, see PhysicsShape::friction");
- addField( "restitution", TypeF32, Offset( restitution, PhysicsShapeData ),
- "@brief Coeffecient of a bounce 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 a 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, PhysicsShapeData ),
- "@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, PhysicsShapeData ),
- "@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, PhysicsShapeData ),
- "@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, PhysicsShapeData ),
- "@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, PhysicsShapeData ),
- "@brief Scale to apply to linear and angular dampening while underwater.\n\n "
- "Used with the waterViscosity of the "
- "@see angularDamping linearDamping" );
- addField( "buoyancyDensity", TypeF32, Offset( buoyancyDensity, PhysicsShapeData ),
- "@brief The density of the shape for calculating buoyant forces.\n\n"
- "The result of the calculated buoyancy is relative to the density of the WaterObject the PhysicsShape is within.\n\n"
- "@see WaterObject::density");
- endGroup( "Physics" );
- addGroup( "Networking" );
- addField( "simType", TYPEID< PhysicsShapeData::SimType >(), Offset( simType, PhysicsShapeData ),
- "@brief Controls whether this shape is simulated on the server, client, or both physics simulations.\n\n" );
- endGroup( "Networking" );
- }
- void PhysicsShapeData::packData( BitStream *stream )
- {
- Parent::packData( stream );
- PACKDATA_ASSET(Shape);
- 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 );
- stream->writeInt( simType, SimType_Bits );
- stream->writeRangedU32( debris ? debris->getId() : 0, 0, DataBlockObjectIdLast );
- stream->writeRangedU32( explosion ? explosion->getId() : 0, 0, DataBlockObjectIdLast );
- stream->writeRangedU32( destroyedShape ? destroyedShape->getId() : 0, 0, DataBlockObjectIdLast );
- }
- void PhysicsShapeData::unpackData( BitStream *stream )
- {
- Parent::unpackData(stream);
- UNPACKDATA_ASSET(Shape);
- 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 );
- simType = (SimType)stream->readInt( SimType_Bits );
- debris = stream->readRangedU32( 0, DataBlockObjectIdLast );
- explosion = stream->readRangedU32( 0, DataBlockObjectIdLast );
- destroyedShape = stream->readRangedU32( 0, DataBlockObjectIdLast );
- }
- bool PhysicsShapeData::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- ResourceManager::get().getChangedSignal().notify( this, &PhysicsShapeData::_onResourceChanged );
- return true;
- }
- void PhysicsShapeData::onRemove()
- {
- ResourceManager::get().getChangedSignal().remove( this, &PhysicsShapeData::_onResourceChanged );
- Parent::onRemove();
- }
- void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
- {
- if (mShapeAsset.isNull())
- return;
- if ( path != Path(mShapeAsset->getShapeFilePath()) )
- return;
- _setShape(getShape());
- // Reload the changed shape.
- PhysicsCollisionRef reloadcolShape;
- if ( !mShape )
- {
- Con::warnf( ConsoleLogEntry::General, "PhysicsShapeData::_onResourceChanged: Could not reload %s.", path.getFileName().c_str() );
- return;
- }
- // Reload the collision shape.
- reloadcolShape = mShape->buildColShape( false, Point3F::One );
- if ( bool(reloadcolShape))
- colShape = reloadcolShape;
- mReloadSignal.trigger();
- }
- bool PhysicsShapeData::preload( bool server, String &errorBuffer )
- {
- if ( !Parent::preload( server, errorBuffer ) )
- return false;
-
- // If we don't have a physics plugin active then
- // we have to fail completely.
- if ( !PHYSICSMGR )
- {
- errorBuffer = "PhysicsShapeData::preload - No physics plugin is active!";
- return false;
- }
- bool shapeError = false;
- if (mShapeAsset.notNull())
- {
- if (bool(mShape) == false)
- {
- errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", mShapeAssetId);
- return false;
- }
- if (!server && !mShape->preloadMaterialList(mShape.getPath()) && NetConnection::filesWereDownloaded())
- shapeError = true;
- }
- // Prepare the shared physics collision shape.
- if ( !colShape && mShape)
- {
- colShape = mShape->buildColShape( false, Point3F::One );
- // If we got here and didn't get a collision shape then
- // we need to fail... can't have a shape without collision.
- if ( !colShape )
- {
- //no collision so we create a simple box collision shape from the shapes bounds and alert the user
- Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", mShapeAssetId);
- Point3F halfWidth = mShape->mBounds.getExtents() * 0.5f;
- colShape = PHYSICSMGR->createCollision();
- MatrixF centerXfm(true);
- centerXfm.setPosition(mShape->mBounds.getCenter());
- colShape->addBox(halfWidth, centerXfm);
- return true;
- }
- }
- // My convex demcomposion test
- /*
- // Get the verts and triangles for the first visible detail.
- ConcretePolyList polyList;
- polyList.setTransform( &MatrixF::Identity, Point3F::One );
- TSShapeInstance shapeInst( shape, false );
- shapeInst.animate(0);
- if ( !shapeInst.buildPolyList( &polyList, 0 ) )
- return false;
- // Gah... Ratcliff's lib works on doubles... why, oh why?
- Vector<F64> doubleVerts;
- doubleVerts.setSize( polyList.mVertexList.size() * 3 );
- for ( U32 i=0; i < polyList.mVertexList.size(); i++ )
- {
- doubleVerts[ ( i * 3 ) + 0 ] = (F64)polyList.mVertexList[i].x;
- doubleVerts[ ( i * 3 ) + 1 ] = (F64)polyList.mVertexList[i].y;
- doubleVerts[ ( i * 3 ) + 2 ] = (F64)polyList.mVertexList[i].z;
- }
- using namespace ConvexDecomposition;
- class ConvexBuilder : public ConvexDecompInterface
- {
- public:
- ConvexBuilder() { }
- ~ConvexBuilder()
- {
- for ( U32 i=0; i < mHulls.size(); i++ )
- delete mHulls[i];
- }
- virtual void ConvexDecompResult( ConvexResult &result )
- {
- FConvexResult *hull = new FConvexResult( result );
- mHulls.push_back( hull );
- }
- Vector<FConvexResult*> mHulls;
- };
- DecompDesc d;
- d.mVcount = polyList.mVertexList.size();
- d.mVertices = doubleVerts.address();
- d.mTcount = polyList.mIndexList.size() / 3;
- d.mIndices = polyList.mIndexList.address();
- d.mDepth = 3;
- d.mCpercent = 20.0f;
- d.mPpercent = 30.0f;
- d.mMaxVertices = 32;
- d.mSkinWidth = 0.05f; // Need to expose this!
- ConvexBuilder builder;
- d.mCallback = &builder;
-
- if ( performConvexDecomposition( d ) < 1 || builder.mHulls.empty() )
- return false;
- // Add all the convex hull results into the collision shape.
- colShape = PHYSICSMGR->createCollision();
- for ( U32 i=0; i < builder.mHulls.size(); i++ )
- colShape->addConvex( (const Point3F*)builder.mHulls[i]->mHullVertices,
- builder.mHulls[i]->mHullVcount,
- MatrixF::Identity );
- */
- return !shapeError;
- }
- IMPLEMENT_CO_NETOBJECT_V1(PhysicsShape);
- ConsoleDocClass( PhysicsShape,
-
- "@brief Represents a destructible physical object simulated through the plugin system.\n\n"
- "@see PhysicsShapeData.\n"
- "@ingroup Physics"
- );
- PhysicsShape::PhysicsShape()
- : mPhysicsRep( NULL ),
- mWorld( NULL ),
- mResetPos( MatrixF::Identity ),
- mShapeInst( NULL ),
- mDestroyed( false ),
- mPlayAmbient( false ),
- mAmbientSeq( -1 ),
- mAmbientThread( NULL )
- {
- mNetFlags.set( Ghostable | ScopeAlways );
- mTypeMask |= DynamicShapeObjectType;
- }
- PhysicsShape::~PhysicsShape()
- {
- }
- void PhysicsShape::consoleInit()
- {
- Con::addVariable( "$PhysicsShape::noCorrections", TypeBool, &PhysicsShape::smNoCorrections,
- "@brief Determines if the shape will recieve corrections from the server or "
- "will instead be allowed to diverge.\n\n"
- "In the event that the client and server object positions/orientations "
- "differ and if this variable is true, the server will attempt to \'correct\' "
- "the client object to keep it in sync. Otherwise, client and server objects may fall out of sync.\n\n");
- Con::addVariable( "$PhysicsShape::noSmoothing", TypeBool, &PhysicsShape::smNoSmoothing,
- "@brief Determines if client-side shapes will attempt to smoothly transition to "
- "their new position after reciving a correction.\n\n"
- "If true, shapes will immediately render at the position they are corrected to.\n\n");
- Parent::consoleInit();
- }
- void PhysicsShape::initPersistFields()
- {
- addGroup( "PhysicsShape" );
- addField( "playAmbient", TypeBool, Offset( mPlayAmbient, PhysicsShape ),
- "@brief Enables or disables playing of an ambient animation upon loading the shape.\n\n"
- "@note The ambient animation must be named \"ambient\"." );
-
- endGroup( "PhysicsShape" );
- Parent::initPersistFields();
- removeField( "scale" );
- }
- void PhysicsShape::inspectPostApply()
- {
- Parent::inspectPostApply();
- setMaskBits( InitialUpdateMask );
- }
- U32 PhysicsShape::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
- {
- U32 retMask = Parent::packUpdate( con, mask, stream );
- if ( stream->writeFlag( mask & InitialUpdateMask ) )
- {
- stream->writeAffineTransform( getTransform() );
- stream->writeFlag( mPlayAmbient );
- stream->writeFlag( mDestroyed );
- return retMask;
- }
- // If we got here its not an initial update. So only send
- // the least amount of data possible.
- 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 );
- }
- }
- if ( stream->writeFlag( mask & DamageMask ) )
- stream->writeFlag( mDestroyed );
- return retMask;
- }
- void PhysicsShape::unpackUpdate( NetConnection *con, BitStream *stream )
- {
- Parent::unpackUpdate( con, stream );
- if ( stream->readFlag() ) // InitialUpdateMask
- {
- MatrixF mat;
- stream->readAffineTransform( &mat );
- setTransform( mat );
- mPlayAmbient = stream->readFlag();
- if ( isProperlyAdded() )
- _initAmbient();
- if ( stream->readFlag() )
- {
- if ( isProperlyAdded() )
- {
- // Destroy immediately if we've already been added
- // to the scene.
- destroy();
- }
- else
- {
- // Indicate the shape should be destroyed when the
- // shape is added.
- mDestroyed = true;
- }
- }
- return;
- }
- 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() && !mDestroyed )
- {
- // 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;
- }
- if ( stream->readFlag() ) // DamageMask
- {
- if ( stream->readFlag() )
- destroy();
- else
- restore();
- }
- }
- bool PhysicsShape::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- // If we don't have a physics plugin active then
- // we have to fail completely.
- if ( !PHYSICSMGR )
- {
- Con::errorf( "PhysicsShape::onAdd - No physics plugin is active!" );
- return false;
- }
- //
- if ( !mPhysicsRep && !_createShape() )
- {
- Con::errorf( "PhysicsShape::onAdd() - Shape creation failed!" );
- return false;
- }
- // 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, &PhysicsShape::_onPhysicsReset );
- }
- // Register for the resource change signal.
- //ResourceManager::get().getChangedSignal().notify( this, &PhysicsShape::_onResourceChanged );
- // Only add server objects and non-destroyed client objects to the scene.
- if ( isServerObject() || !mDestroyed)
- addToScene();
- if ( isClientObject() && mDestroyed )
- {
- // Disable all simulation of the body... no collision or dynamics.
- if ( mPhysicsRep )
- mPhysicsRep->setSimulationEnabled( false );
- // Stop doing tick processing for this SceneObject.
- setProcessTick( false );
- }
- return true;
- }
- void PhysicsShape::onRemove()
- {
- removeFromScene();
- SAFE_DELETE( mPhysicsRep );
- SAFE_DELETE( mShapeInst );
- mAmbientThread = NULL;
- mAmbientSeq = -1;
- mWorld = NULL;
- if ( isServerObject() )
- {
- PhysicsPlugin::getPhysicsResetSignal().remove( this, &PhysicsShape::_onPhysicsReset );
- if ( mDestroyedShape )
- mDestroyedShape->deleteObject();
- }
- // Remove the resource change signal.
- //ResourceManager::get().getChangedSignal().remove( this, &PhysicsShape::_onResourceChanged );
- Parent::onRemove();
- }
- bool PhysicsShape::onNewDataBlock( GameBaseData *dptr, bool reload )
- {
- if ( !Parent::onNewDataBlock( dptr, reload ) )
- return false;
- if ( !isProperlyAdded() )
- return true;
- // If we don't have a physics plugin active then
- // we have to fail completely.
- if ( !PHYSICSMGR )
- {
- Con::errorf( "PhysicsShape::onNewDataBlock - No physics plugin is active!" );
- return false;
- }
- //
- if ( !_createShape() )
- {
- Con::errorf( "PhysicsShape::onNewDataBlock() - Shape creation failed!" );
- return false;
- }
- return true;
- }
- bool PhysicsShape::_createShape()
- {
- SAFE_DELETE( mPhysicsRep );
- SAFE_DELETE( mShapeInst );
- mAmbientThread = NULL;
- mWorld = NULL;
- mAmbientSeq = -1;
- PhysicsShapeData *db = getDataBlock();
- if ( !db || !db->mShape)
- return false;
- // Set the world box.
- mObjBox = db->mShape->mBounds;
- resetWorldBox();
- // If this is the server and its a client only simulation
- // object then disable our tick... the server doesn't do
- // any work for this shape.
- if ( isServerObject() &&
- db->simType == PhysicsShapeData::SimType_ClientOnly )
- {
- setProcessTick( false );
- return true;
- }
- // Create the shape instance.
- mShapeInst = new TSShapeInstance( db->mShape, isClientObject() );
- if ( isClientObject() )
- {
- mAmbientSeq = db->mShape->findSequence( "ambient" );
- _initAmbient();
- }
- // If the shape has a mass then its dynamic... else
- // its a kinematic shape.
- //
- // While a kinematic is less optimal than a static body
- // it allows for us to enable/disable collision and having
- // all dynamic actors react correctly... waking up.
- //
- const bool isDynamic = db->mass > 0.0f;
- // If we aren't dynamic we don't need to tick.
- setProcessTick( isDynamic || mPlayAmbient );
- // If this is the client and we're a server only object then
- // we don't need any physics representation... we're done.
- if ( isClientObject() &&
- db->simType == PhysicsShapeData::SimType_ServerOnly )
- return true;
- mWorld = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
-
- mPhysicsRep = PHYSICSMGR->createBody();
- mPhysicsRep->init( db->colShape,
- db->mass,
- isDynamic ? 0 : PhysicsBody::BF_KINEMATIC,
- this,
- mWorld );
- mPhysicsRep->setMaterial( db->restitution, db->dynamicFriction, db->staticFriction );
-
- if ( isDynamic )
- {
- mPhysicsRep->setDamping( db->linearDamping, db->angularDamping );
- mPhysicsRep->setSleepThreshold( db->linearSleepThreshold, db->angularSleepThreshold );
- }
- mPhysicsRep->setTransform( getTransform() );
- return true;
- }
- void PhysicsShape::_initAmbient()
- {
- if ( isServerObject() )
- return;
- bool willPlay = mPlayAmbient && mAmbientSeq != -1;
- if ( willPlay )
- {
- // Create thread if we dont already have.
- if ( mAmbientThread == NULL )
- mAmbientThread = mShapeInst->addThread();
-
- // Play the sequence.
- mShapeInst->setSequence( mAmbientThread, mAmbientSeq, 0);
- setProcessTick(true);
- }
- else
- {
- if ( mAmbientThread != NULL )
- {
- mShapeInst->destroyThread( mAmbientThread );
- mAmbientThread = NULL;
- }
- }
- }
- void PhysicsShape::_onPhysicsReset( PhysicsResetEvent reset )
- {
- if ( reset == PhysicsResetEvent_Store )
- mResetPos = getTransform();
- else if ( reset == PhysicsResetEvent_Restore )
- {
- setTransform( mResetPos );
- // Restore to un-destroyed state.
- restore();
- // Cheat and reset the client from here.
- if ( getClientObject() )
- {
- PhysicsShape *clientObj = (PhysicsShape*)getClientObject();
- clientObj->setTransform( mResetPos );
- clientObj->restore();
- }
- }
- }
- void PhysicsShape::setTransform( const MatrixF &newMat )
- {
- Parent::setTransform( newMat );
-
- // This is only called to set an absolute position
- // so we discard the delta state.
- mState.position = getPosition();
- mState.orientation.set( newMat );
- mRenderState[0] = mRenderState[1] = mState;
- setMaskBits( StateMask );
- if ( mPhysicsRep )
- mPhysicsRep->setTransform( newMat );
- }
- void PhysicsShape::setScale( const VectorF &scale )
- {
- // Cannot scale PhysicsShape.
- return;
- }
- void PhysicsShape::storeRestorePos()
- {
- mResetPos = getTransform();
- }
- F32 PhysicsShape::getMass() const
- {
- const PhysicsShapeData *db = const_cast<PhysicsShape*>( this )->getDataBlock();
- return db->mass;
- }
- void PhysicsShape::applyImpulse( const Point3F &pos, const VectorF &vec )
- {
- if ( mPhysicsRep && mPhysicsRep->isDynamic() )
- mPhysicsRep->applyImpulse( pos, vec );
- }
- void PhysicsShape::applyTorque( const Point3F &torque )
- {
- if (mPhysicsRep && mPhysicsRep->isDynamic())
- mPhysicsRep->applyTorque( torque );
- }
- void PhysicsShape::applyForce( const Point3F &force )
- {
- if (mPhysicsRep && mPhysicsRep->isDynamic())
- mPhysicsRep->applyForce( force );
- }
- void PhysicsShape::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 = 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.
- //
- // Cheat for single player.
- //if ( getClientObject() )
- //((PhysicsShape*)getClientObject())->mPhysicsRep->applyImpulse( origin, force );
- }
- void PhysicsShape::interpolateTick( F32 delta )
- {
- AssertFatal( !mDestroyed, "PhysicsShape::interpolateTick - Shouldn't be processing a destroyed shape!" );
- if ( !mPhysicsRep->isDynamic() )
- return;
- // Interpolate the position and rotation based on the delta.
- PhysicsState state;
- state.interpolate( mRenderState[1], mRenderState[0], delta );
- // Set the transform to the interpolated transform.
- setRenderTransform( state.getTransform() );
- }
- void PhysicsShape::processTick( const Move *move )
- {
- AssertFatal( mPhysicsRep && !mDestroyed, "PhysicsShape::processTick - Shouldn't be processing a destroyed shape!" );
- // 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.
- if ( !mPhysicsRep->isDynamic() )
- return;
- // SINGLE PLAYER HACK!!!!
- if ( PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject() )
- {
- PhysicsShape *servObj = (PhysicsShape*)getServerObject();
- 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.
- if ( mPhysicsRep )
- {
- mPhysicsRep->getState( &mState );
- _updateContainerForces();
- }
- else
- {
- // This is where we could extrapolate.
- }
- // 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 );
- }
- // 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.
- Parent::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 );
- }
- }
- void PhysicsShape::advanceTime( F32 timeDelta )
- {
- if ( isClientObject() && mPlayAmbient && mAmbientThread != NULL )
- mShapeInst->advanceTime( timeDelta, mAmbientThread );
- }
- void PhysicsShape::_updateContainerForces()
- {
- PROFILE_SCOPE( PhysicsShape_updateContainerForces );
- // If we're not simulating don't update forces.
- if ( !mWorld->isEnabled() )
- return;
- ContainerQueryInfo info;
- info.box = getWorldBox();
- info.mass = getDataBlock()->mass;
- // Find and retreive physics info from intersecting WaterObject(s)
- getContainer()->findObjects( getWorldBox(), WaterObjectType|PhysicalZoneObjectType, findRouter, &info );
- // Calculate buoyancy and drag
- F32 angDrag = getDataBlock()->angularDamping;
- F32 linDrag = getDataBlock()->linearDamping;
- F32 buoyancy = 0.0f;
- Point3F cmass = mPhysicsRep->getCMassPosition();
- F32 density = getDataBlock()->buoyancyDensity;
- if ( density > 0.0f )
- {
- if ( info.waterCoverage > 0.0f )
- {
- F32 waterDragScale = info.waterViscosity * getDataBlock()->waterDampingScale;
- 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 * -mWorld->getGravity() * TickSec * getDataBlock()->mass;
- 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 );
- }
- void PhysicsShape::prepRenderImage( SceneRenderState *state )
- {
- AssertFatal( !mDestroyed, "PhysicsShape::prepRenderImage - Shouldn't be processing a destroyed shape!" );
- PROFILE_SCOPE( PhysicsShape_prepRenderImage );
- if( !mShapeInst )
- return;
- Point3F cameraOffset;
- getRenderTransform().getColumn(3,&cameraOffset);
- cameraOffset -= state->getDiffuseCameraPosition();
- F32 dist = cameraOffset.len();
- if (dist < 0.01f)
- dist = 0.01f;
- F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
- if ( mShapeInst->setDetailFromDistance( state, dist * invScale ) < 0 )
- return;
- GFXTransformSaver saver;
- // Set up our TS render state.
- TSRenderState rdata;
- rdata.setSceneState( state );
- rdata.setFadeOverride( 1.0f );
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- MatrixF mat = getRenderTransform();
- mat.scale( mObjScale );
- GFX->setWorldMatrix( mat );
- mShapeInst->animate();
- mShapeInst->render( rdata );
- }
- void PhysicsShape::destroy()
- {
- if ( mDestroyed )
- return;
- mDestroyed = true;
- setMaskBits( DamageMask );
- const Point3F lastLinVel = mPhysicsRep->isDynamic() ? mPhysicsRep->getLinVelocity() : Point3F::Zero;
- // Disable all simulation of the body... no collision or dynamics.
- mPhysicsRep->setSimulationEnabled( false );
- // On the client side we remove it from the scene graph
- // to disable rendering and volume queries.
- if ( isClientObject() )
- removeFromScene();
- // Stop doing tick processing for this SceneObject.
- setProcessTick( false );
- PhysicsShapeData *db = getDataBlock();
- if ( !db )
- return;
- const MatrixF &mat = getTransform();
- if ( isServerObject() )
- {
- // We only create the destroyed object on the server
- // and let ghosting deal with updating the client.
- if ( db->destroyedShape )
- {
- mDestroyedShape = new PhysicsShape();
- mDestroyedShape->setDataBlock( db->destroyedShape );
- mDestroyedShape->setTransform( mat );
- if ( !mDestroyedShape->registerObject() )
- delete mDestroyedShape.getObject();
- }
- return;
- }
-
- // Let the physics debris create itself.
- PhysicsDebris::create( db->debris, mat, lastLinVel );
- if ( db->explosion )
- {
- Explosion *splod = new Explosion();
- splod->setDataBlock( db->explosion );
- splod->setTransform( mat );
- splod->setInitialState( getPosition(), mat.getUpVector(), 1.0f );
- if ( !splod->registerObject() )
- delete splod;
- }
- }
- void PhysicsShape::restore()
- {
- if ( !mDestroyed )
- return;
- PhysicsShapeData *db = getDataBlock();
- const bool isDynamic = db && db->mass > 0.0f;
- if ( mDestroyedShape )
- mDestroyedShape->deleteObject();
- // Restore tick processing, add it back to
- // the scene, and enable collision and simulation.
- setProcessTick( isDynamic || mPlayAmbient );
- if ( isClientObject() )
- addToScene();
- mPhysicsRep->setSimulationEnabled( true );
- mDestroyed = false;
- setMaskBits( DamageMask );
- }
- DefineEngineMethod( PhysicsShape, isDestroyed, bool, (),,
- "@brief Returns if a PhysicsShape has been destroyed or not.\n\n" )
- {
- return object->isDestroyed();
- }
- DefineEngineMethod( PhysicsShape, destroy, void, (),,
- "@brief Disables rendering and physical simulation.\n\n"
- "Calling destroy() will also spawn any explosions, debris, and/or destroyedShape "
- "defined for it, as well as remove it from the scene graph.\n\n"
- "Destroyed objects are only created on the server. Ghosting will later update the client.\n\n"
- "@note This does not actually delete the PhysicsShape." )
- {
- object->destroy();
- }
- DefineEngineMethod( PhysicsShape, restore, void, (),,
- "@brief Restores the shape to its state before being destroyed.\n\n"
- "Re-enables rendering and physical simulation on the object and "
- "adds it to the client's scene graph. "
- "Has no effect if the shape is not destroyed.\n\n")
- {
- object->restore();
- }
- DefineEngineMethod( PhysicsShape, applyTorque, void, (Point3F torque), ,
- "@brief Add a torque to a dynamic physics shape.\n\n"
- "@param torque to apply to the dynamic physics shape\n"
- "@note This value is ignored on physics shapes that are not dynamic. Wakes up the dynamic physics shape if it is sleeping.\n")
- {
- object->applyTorque( torque );
- }
- DefineEngineMethod(PhysicsShape, applyForce, void, (Point3F force), ,
- "@brief Add a force to a dynamic physics shape.\n\n"
- "@param force to apply to the dynamic physics shape\n"
- "@note This value is ignored on physics shapes that are not dynamic. Wakes up the dynamic physics shape if it is sleeping.\n")
- {
- object->applyForce( force );
- }
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