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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/rigidShape.h"
- #include "app/game.h"
- #include "math/mMath.h"
- #include "console/simBase.h"
- #include "console/console.h"
- #include "console/consoleTypes.h"
- #include "collision/clippedPolyList.h"
- #include "collision/planeExtractor.h"
- #include "T3D/gameBase/moveManager.h"
- #include "core/stream/bitStream.h"
- #include "core/dnet.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "ts/tsShapeInstance.h"
- #include "math/mathIO.h"
- #include "scene/sceneRenderState.h"
- #include "scene/sceneManager.h"
- #include "T3D/fx/cameraFXMgr.h"
- #include "T3D/trigger.h"
- #include "T3D/item.h"
- #include "gfx/primBuilder.h"
- #include "gfx/gfxDrawUtil.h"
- #include "sfx/sfxTypes.h"
- #include "sfx/sfxSystem.h"
- #include "T3D/fx/particleEmitter.h"
- #include "console/engineAPI.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/physicsCollision.h"
- IMPLEMENT_CO_DATABLOCK_V1(RigidShapeData);
- ConsoleDocClass( RigidShapeData,
- "@brief Defines the physics properties for an individual RigidShapeData physics object.\n\n"
- "@tsexample\n"
- " datablock RigidShapeData( BouncingBoulder )\n"
- " {\n"
- " category = \"RigidShape\";\n"
- "\n"
- " shapeFile = \"~/data/shapes/boulder/boulder.dts\";\n"
- " emap = true;\n"
- "\n"
- " // Rigid Body\n"
- " mass = 500;\n"
- " massCenter = \"0 0 0\"; // Center of mass for rigid body\n"
- " massBox = \"0 0 0\"; // Size of box used for moment of inertia,\n"
- " // if zero it defaults to object bounding box\n"
- " drag = 0.2; // Drag coefficient\n"
- " bodyFriction = 0.2;\n"
- " bodyRestitution = 0.1;\n"
- " minImpactSpeed = 5; // Impacts over this invoke the script callback\n"
- " softImpactSpeed = 5; // Play SoftImpact Sound\n"
- " hardImpactSpeed = 15; // Play HardImpact Sound\n"
- " integration = 4; // Physics integration: TickSec/Rate\n"
- " collisionTol = 0.1; // Collision distance tolerance\n"
- " contactTol = 0.1; // Contact velocity tolerance\n"
- "\n"
- " minRollSpeed = 10;\n"
- "\n"
- " maxDrag = 0.5;\n"
- " minDrag = 0.01;\n"
- "\n"
- " dustHeight = 10;\n"
- "\n"
- " dragForce = 0.05;\n"
- " vertFactor = 0.05;\n"
- " };\n"
- "@endtsexample\n\n"
- "@see RigidShape\n"
- "@see ShapeBase\n\n"
- "@ingroup Physics\n"
- );
- IMPLEMENT_CO_NETOBJECT_V1(RigidShape);
- ConsoleDocClass( RigidShape,
- "@brief The RigidShape class implements rigid-body physics for DTS objects in the world.\n\n"
- "\"Rigid body physics\" refers to a system whereby objects are assumed to have a finite size,\n"
- "equally distributed masses, and where deformations of the objects themselves are not accounted for.\n"
- "Uses the RigidShape class to control its physics.\n\n"
- "@tsexample\n"
- " datablock RigidShapeData( BouncingBoulder )\n"
- " {\n"
- " category = \"RigidShape\";\n"
- "\n"
- " shapeFile = \"~/data/shapes/boulder/boulder.dts\";\n"
- " emap = true;\n"
- "\n"
- " // Rigid Body\n"
- " mass = 500;\n"
- " massCenter = \"0 0 0\"; // Center of mass for rigid body\n"
- " massBox = \"0 0 0\"; // Size of box used for moment of inertia,\n"
- " // if zero it defaults to object bounding box\n"
- " drag = 0.2; // Drag coefficient\n"
- " bodyFriction = 0.2;\n"
- " bodyRestitution = 0.1;\n"
- " minImpactSpeed = 5; // Impacts over this invoke the script callback\n"
- " softImpactSpeed = 5; // Play SoftImpact Sound\n"
- " hardImpactSpeed = 15; // Play HardImpact Sound\n"
- " integration = 4; // Physics integration: TickSec/Rate\n"
- " collisionTol = 0.1; // Collision distance tolerance\n"
- " contactTol = 0.1; // Contact velocity tolerance\n"
- "\n"
- " minRollSpeed = 10;\n"
- "\n"
- " maxDrag = 0.5;\n"
- " minDrag = 0.01;\n"
- "\n"
- " dustHeight = 10;\n"
- "\n"
- " dragForce = 0.05;\n"
- " vertFactor = 0.05;\n"
- " };\n"
- "\n"
- " new RigidShape()\n"
- " {\n"
- " dataBlock = \"BouncingBoulder\";\n"
- " parentGroup = EWCreatorWindow.objectGroup;\n"
- " };\n"
- "@endtsexample\n\n"
- "@see RigidShapeData\n"
- "@see ShapeBase\n\n"
-
- "@ingroup Physics\n"
- );
- IMPLEMENT_CALLBACK(RigidShapeData, onEnterLiquid, void, (RigidShape* obj, F32 coverage, const char* type), (obj, coverage, type),
- "Called when the vehicle enters liquid.\n"
- "@param obj the Vehicle object\n"
- "@param coverage percentage of the vehicle's bounding box covered by the liquid\n"
- "@param type type of liquid the vehicle has entered\n");
- IMPLEMENT_CALLBACK(RigidShapeData, onLeaveLiquid, void, (RigidShape* obj, const char* type), (obj, type),
- "Called when the vehicle leaves liquid.\n"
- "@param obj the Vehicle object\n"
- "@param type type of liquid the vehicle has left\n");
- //----------------------------------------------------------------------------
- namespace {
- static U32 sWorkingQueryBoxStaleThreshold = 10; // The maximum number of ticks that go by before
- // the mWorkingQueryBox is considered stale and
- // needs updating. Set to -1 to disable.
- static F32 sWorkingQueryBoxSizeMultiplier = 2.0f; // How much larger should the mWorkingQueryBox be
- // made when updating the working collision list.
- // The larger this number the less often the working list
- // will be updated due to motion, but any non-static shape
- // that moves into the query box will not be noticed.
- // Client prediction
- const S32 sMaxWarpTicks = 3; // Max warp duration in ticks
- const S32 sMaxPredictionTicks = 30; // Number of ticks to predict
- // Physics and collision constants
- static F32 sRestTol = 0.5; // % of gravity energy to be at rest
- static S32 sRestCount = 10; // Consecutive ticks before comming to rest
- const U32 sCollisionMoveMask = ( TerrainObjectType | PlayerObjectType |
- StaticShapeObjectType | VehicleObjectType |
- VehicleBlockerObjectType );
- const U32 sServerCollisionMask = sCollisionMoveMask; // ItemObjectType
- const U32 sClientCollisionMask = sCollisionMoveMask;
- void nonFilter(SceneObject* object,void *key)
- {
- SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
- object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
- }
- } // namespace {}
- // Trigger objects that are not normally collided with.
- static U32 sTriggerMask = ItemObjectType |
- TriggerObjectType |
- CorpseObjectType;
- //----------------------------------------------------------------------------
- RigidShapeData::RigidShapeData()
- {
- shadowEnable = true;
- body.friction = 0;
- body.restitution = 1;
- minImpactSpeed = 25;
- softImpactSpeed = 25;
- hardImpactSpeed = 50;
- minRollSpeed = 0;
- cameraRoll = true;
- cameraLag = 0;
- cameraDecay = 0;
- cameraOffset = 0;
- minDrag = 0;
- maxDrag = 0;
- integration = 1;
- collisionTol = 0.1f;
- contactTol = 0.1f;
- massCenter.set(0,0,0);
- massBox.set(0,0,0);
- drag = 0.7f;
- density = 4;
- for (S32 i = 0; i < Body::MaxSounds; i++)
- INIT_ASSET_ARRAY(BodySounds, i);
- dustEmitter = NULL;
- dustID = 0;
- triggerDustHeight = 3.0;
- dustHeight = 1.0;
- dMemset( splashEmitterList, 0, sizeof( splashEmitterList ) );
- dMemset( splashEmitterIDList, 0, sizeof( splashEmitterIDList ) );
- splashFreqMod = 300.0;
- splashVelEpsilon = 0.50;
- exitSplashSoundVel = 2.0;
- softSplashSoundVel = 1.0;
- medSplashSoundVel = 2.0;
- hardSplashSoundVel = 3.0;
- enablePhysicsRep = true;
- for (S32 i = 0; i < Sounds::MaxSounds; i++)
- INIT_ASSET_ARRAY(WaterSounds, i);
- dragForce = 0;
- vertFactor = 0.25;
- dustTrailEmitter = NULL;
- dustTrailID = 0;
- _setShape(ShapeAsset::smNoShapeAssetFallback);
- }
- RigidShapeData::~RigidShapeData()
- {
- }
- //----------------------------------------------------------------------------
- bool RigidShapeData::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- return true;
- }
- bool RigidShapeData::preload(bool server, String &errorStr)
- {
- if (!Parent::preload(server, errorStr))
- return false;
- // RigidShape objects must define a collision detail
- if (!collisionDetails.size() || collisionDetails[0] == -1)
- {
- Con::errorf("RigidShapeData::preload failed: Rigid shapes must define a collision-1 detail");
- errorStr = String::ToString("RigidShapeData: Couldn't load shape asset \"%s\"", mShapeAsset.getAssetId());
- return false;
- }
- // Resolve objects transmitted from server
- if (!server) {
- for (S32 i = 0; i < Body::MaxSounds; i++)
- {
- if (mBodySounds[i])
- {
- _setBodySounds(getBodySounds(i), i);
- }
- }
- for (S32 j = 0; j < Sounds::MaxSounds; j++)
- {
- if (mWaterSounds[j])
- {
- _setWaterSounds(getWaterSounds(j), j);
- }
- }
- }
- if( !dustEmitter && dustID != 0 )
- {
- if( !Sim::findObject( dustID, dustEmitter ) )
- {
- Con::errorf( ConsoleLogEntry::General, "RigidShapeData::preload Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID );
- }
- }
- U32 i;
- for( i=0; i<VC_NUM_SPLASH_EMITTERS; i++ )
- {
- if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
- {
- if( !Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) )
- {
- Con::errorf( ConsoleLogEntry::General, "RigidShapeData::preload Invalid packet, bad datablockId(splashEmitter): 0x%x", splashEmitterIDList[i] );
- }
- }
- }
- if (dragForce <= 0.01f)
- {
- Con::warnf("RigidShapeData::preload: dragForce must be at least 0.01");
- dragForce = 0.01f;
- }
- if (vertFactor < 0.0f || vertFactor > 1.0f)
- {
- Con::warnf("RigidShapeData::preload: vert factor must be [0, 1]");
- vertFactor = vertFactor < 0.0f ? 0.0f : 1.0f;
- }
- if( !dustTrailEmitter && dustTrailID != 0 )
- {
- if( !Sim::findObject( dustTrailID, dustTrailEmitter ) )
- {
- Con::errorf( ConsoleLogEntry::General, "RigidShapeData::preload Invalid packet, bad datablockId(dustTrailEmitter): 0x%x", dustTrailID );
- }
- }
- return true;
- }
- //----------------------------------------------------------------------------
- void RigidShapeData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- stream->write(body.restitution);
- stream->write(body.friction);
- for (U32 i = 0; i < Body::MaxSounds; ++i)
- {
- PACKDATA_ASSET_ARRAY(BodySounds, i);
- }
- stream->write(minImpactSpeed);
- stream->write(softImpactSpeed);
- stream->write(hardImpactSpeed);
- stream->write(minRollSpeed);
- stream->write(maxDrag);
- stream->write(minDrag);
- stream->write(integration);
- stream->write(collisionTol);
- stream->write(contactTol);
- mathWrite(*stream,massCenter);
- mathWrite(*stream,massBox);
- stream->writeFlag(cameraRoll);
- stream->write(cameraLag);
- stream->write(cameraDecay);
- stream->write(cameraOffset);
- stream->write( dustHeight );
- stream->write(exitSplashSoundVel);
- stream->write(softSplashSoundVel);
- stream->write(medSplashSoundVel);
- stream->write(hardSplashSoundVel);
- stream->write(enablePhysicsRep);
- // write the water sound profiles
- for (U32 i = 0; i < Sounds::MaxSounds; ++i)
- {
- PACKDATA_ASSET_ARRAY(WaterSounds, i);
- }
- if (stream->writeFlag( dustEmitter ))
- stream->writeRangedU32( dustEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- for( U32 i = 0; i < VC_NUM_SPLASH_EMITTERS; ++ i )
- {
- if( stream->writeFlag( splashEmitterList[i] != NULL ) )
- stream->writeRangedU32( splashEmitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- stream->write(splashFreqMod);
- stream->write(splashVelEpsilon);
- stream->write(dragForce);
- stream->write(vertFactor);
- if (stream->writeFlag( dustTrailEmitter ))
- stream->writeRangedU32( dustTrailEmitter->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- void RigidShapeData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- stream->read(&body.restitution);
- stream->read(&body.friction);
- for (U32 i = 0; i < Body::Sounds::MaxSounds; i++)
- {
- UNPACKDATA_ASSET_ARRAY(BodySounds, i);
- }
- stream->read(&minImpactSpeed);
- stream->read(&softImpactSpeed);
- stream->read(&hardImpactSpeed);
- stream->read(&minRollSpeed);
- stream->read(&maxDrag);
- stream->read(&minDrag);
- stream->read(&integration);
- stream->read(&collisionTol);
- stream->read(&contactTol);
- mathRead(*stream,&massCenter);
- mathRead(*stream,&massBox);
- cameraRoll = stream->readFlag();
- stream->read(&cameraLag);
- stream->read(&cameraDecay);
- stream->read(&cameraOffset);
- stream->read( &dustHeight );
- stream->read(&exitSplashSoundVel);
- stream->read(&softSplashSoundVel);
- stream->read(&medSplashSoundVel);
- stream->read(&hardSplashSoundVel);
- stream->read(&enablePhysicsRep);
- // write the water sound profiles
- for (U32 i = 0; i < Sounds::MaxSounds; ++i)
- {
- UNPACKDATA_ASSET_ARRAY(WaterSounds, i);
- }
- if( stream->readFlag() )
- dustID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- for( U32 i = 0; i < VC_NUM_SPLASH_EMITTERS; ++ i )
- {
- if( stream->readFlag() )
- splashEmitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- }
- stream->read(&splashFreqMod);
- stream->read(&splashVelEpsilon);
- stream->read(&dragForce);
- stream->read(&vertFactor);
- if( stream->readFlag() )
- dustTrailID = (S32) stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
- }
- //----------------------------------------------------------------------------
- void RigidShapeData::initPersistFields()
- {
- addGroup("Physics");
- addField("enablePhysicsRep", TypeBool, Offset(enablePhysicsRep, RigidShapeData),
- "@brief Creates a representation of the object in the physics plugin.\n");
- endGroup("Physics");
- addField("massCenter", TypePoint3F, Offset(massCenter, RigidShapeData), "Center of mass for rigid body.");
- addField("massBox", TypePoint3F, Offset(massBox, RigidShapeData), "Size of inertial box.");
- addField("bodyRestitution", TypeF32, Offset(body.restitution, RigidShapeData), "The percentage of kinetic energy kept by this object in a collision.");
- addField("bodyFriction", TypeF32, Offset(body.friction, RigidShapeData), "How much friction this object has. Lower values will cause the object to appear to be more slippery.");
- addField("minImpactSpeed", TypeF32, Offset(minImpactSpeed, RigidShapeData),
- "Minimum collision speed to classify collision as impact (triggers onImpact on server object)." );
- addField("softImpactSpeed", TypeF32, Offset(softImpactSpeed, RigidShapeData), "Minimum speed at which this object must be travelling for the soft impact sound to be played.");
- addField("hardImpactSpeed", TypeF32, Offset(hardImpactSpeed, RigidShapeData), "Minimum speed at which the object must be travelling for the hard impact sound to be played.");
- addField("minRollSpeed", TypeF32, Offset(minRollSpeed, RigidShapeData));
- addField("maxDrag", TypeF32, Offset(maxDrag, RigidShapeData), "Maximum drag available to this object.");
- addField("minDrag", TypeF32, Offset(minDrag, RigidShapeData), "Minimum drag available to this object.");
- addField("integration", TypeS32, Offset(integration, RigidShapeData), "Number of physics steps to process per tick.");
- addField("collisionTol", TypeF32, Offset(collisionTol, RigidShapeData), "Collision distance tolerance.");
- addField("contactTol", TypeF32, Offset(contactTol, RigidShapeData), "Contact velocity tolerance.");
-
- addGroup( "Forces" );
- addField("dragForce", TypeF32, Offset(dragForce, RigidShapeData), "Used to simulate the constant drag acting on the object");
- addField("vertFactor", TypeF32, Offset(vertFactor, RigidShapeData), "The scalar applied to the vertical portion of the velocity drag acting on a object.");
-
- endGroup( "Forces" );
-
- addGroup( "Particle Effects" );
- addField("dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, RigidShapeData), "Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at object/terrain contact point.\n");
- addField("triggerDustHeight", TypeF32, Offset(triggerDustHeight, RigidShapeData), "Maximum height from the ground at which the object will generate dust.\n");
- addField("dustHeight", TypeF32, Offset(dustHeight, RigidShapeData), "Height of dust effects.\n");
- addField("dustTrailEmitter", TYPEID< ParticleEmitterData >(), Offset(dustTrailEmitter, RigidShapeData), "Particle emitter used to create a dust trail for the moving object.\n");
- addField("splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, RigidShapeData), VC_NUM_SPLASH_EMITTERS, "Array of pointers to ParticleEmitterData datablocks which will generate splash effects.\n");
- addField("splashFreqMod", TypeF32, Offset(splashFreqMod, RigidShapeData), "The simulated frequency modulation of a splash generated by this object. Multiplied along with speed and time elapsed when determining splash emition rate.\n");
- addField("splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, RigidShapeData), "The threshold speed at which we consider the object's movement to have stopped when updating splash effects.\n");
-
- endGroup( "Particle Effects" );
-
- addGroup( "Sounds" );
- INITPERSISTFIELD_SOUNDASSET_ARRAY(BodySounds, Body::Sounds::MaxSounds, RigidShapeData, "Sounds for body.");
- addField("exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, RigidShapeData), "The minimum velocity at which the exit splash sound will be played when emerging from water.\n");
- addField("softSplashSoundVelocity", TypeF32, Offset(softSplashSoundVel, RigidShapeData),"The minimum velocity at which the soft splash sound will be played when impacting water.\n");
- addField("mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, RigidShapeData), "The minimum velocity at which the medium splash sound will be played when impacting water.\n");
- addField("hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, RigidShapeData), "The minimum velocity at which the hard splash sound will be played when impacting water.\n");
-
- INITPERSISTFIELD_SOUNDASSET_ARRAY(WaterSounds, Sounds::MaxSounds, RigidShapeData, "Sounds for interacting with water.");
- endGroup( "Sounds" );
-
- addGroup( "Camera" );
- addField("cameraRoll", TypeBool, Offset(cameraRoll, RigidShapeData), "Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates.\n");
- addField("cameraLag", TypeF32, Offset(cameraLag, RigidShapeData), "Scalar amount by which the third person camera lags the object, relative to the object's linear velocity.\n");
- addField("cameraDecay", TypeF32, Offset(cameraDecay, RigidShapeData), "Scalar rate at which the third person camera offset decays, per tick.\n");
- addField("cameraOffset", TypeF32, Offset(cameraOffset, RigidShapeData), "The vertical offset of the object's camera.\n");
-
- endGroup( "Camera" );
- Parent::initPersistFields();
- }
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- RigidShape::RigidShape()
- {
- mNetFlags.set(Ghostable);
- mDustTrailEmitter = NULL;
- mDataBlock = 0;
- // [rene, 27-Apr-11] WTH is a RigidShape a vehicle???
- mTypeMask |= VehicleObjectType | DynamicShapeObjectType;
- mDelta.pos = Point3F(0,0,0);
- mDelta.posVec = Point3F(0,0,0);
- mDelta.warpTicks = mDelta.warpCount = 0;
- mDelta.dt = 1;
- mDelta.move = NullMove;
- mPredictionCount = 0;
- mDelta.cameraOffset.set(0,0,0);
- mDelta.cameraVec.set(0,0,0);
- mDelta.cameraRot.set(0,0,0);
- mDelta.cameraRotVec.set(0,0,0);
- mRigid.linPosition.set(0, 0, 0);
- mRigid.linVelocity.set(0, 0, 0);
- mRigid.angPosition.identity();
- mRigid.angVelocity.set(0, 0, 0);
- mRigid.linMomentum.set(0, 0, 0);
- mRigid.angMomentum.set(0, 0, 0);
- mContacts.clear();
- mCameraOffset.set(0,0,0);
- dMemset( mDustEmitterList, 0, sizeof( mDustEmitterList ) );
- dMemset( mSplashEmitterList, 0, sizeof( mSplashEmitterList ) );
- mDisableMove = false; // start frozen by default
- restCount = 0;
- inLiquid = false;
- mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
- mPhysicsRep = NULL;
- }
- RigidShape::~RigidShape()
- {
- //
- }
- U32 RigidShape::getCollisionMask()
- {
- if (isServerObject())
- return sServerCollisionMask;
- else
- return sClientCollisionMask;
- }
- Point3F RigidShape::getVelocity() const
- {
- return mRigid.linVelocity;
- }
- //----------------------------------------------------------------------------
- bool RigidShape::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
- // When loading from a mission script, the base SceneObject's transform
- // will have been set and needs to be transfered to the rigid body.
- mRigid.setTransform(mObjToWorld);
- // Initialize interpolation vars.
- mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
- mDelta.pos = mRigid.linPosition;
- mDelta.posVec = Point3F(0,0,0);
- // Create Emitters on the client
- if( isClientObject() )
- {
- if( mDataBlock->dustEmitter )
- {
- for( U32 i=0; i<RigidShapeData::VC_NUM_DUST_EMITTERS; i++ )
- {
- mDustEmitterList[i] = new ParticleEmitter;
- mDustEmitterList[i]->onNewDataBlock( mDataBlock->dustEmitter, false );
- if( !mDustEmitterList[i]->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
- delete mDustEmitterList[i];
- mDustEmitterList[i] = NULL;
- }
- }
- }
- for( U32 j=0; j<RigidShapeData::VC_NUM_SPLASH_EMITTERS; j++ )
- {
- if( mDataBlock->splashEmitterList[j] )
- {
- mSplashEmitterList[j] = new ParticleEmitter;
- mSplashEmitterList[j]->onNewDataBlock( mDataBlock->splashEmitterList[j], false );
- if( !mSplashEmitterList[j]->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register splash emitter for class: %s", mDataBlock->getName() );
- delete mSplashEmitterList[j];
- mSplashEmitterList[j] = NULL;
- }
- }
- }
- }
- // Create a new convex.
- AssertFatal(mDataBlock->collisionDetails[0] != -1, "Error, a rigid shape must have a collision-1 detail!");
- mConvex.mObject = this;
- mConvex.pShapeBase = this;
- mConvex.hullId = 0;
- mConvex.box = mObjBox;
- mConvex.box.minExtents.convolve(mObjScale);
- mConvex.box.maxExtents.convolve(mObjScale);
- mConvex.findNodeTransform();
- _createPhysics();
- addToScene();
- if( !isServerObject() )
- {
- if( mDataBlock->dustTrailEmitter )
- {
- mDustTrailEmitter = new ParticleEmitter;
- mDustTrailEmitter->onNewDataBlock( mDataBlock->dustTrailEmitter, false );
- if( !mDustTrailEmitter->registerObject() )
- {
- Con::warnf( ConsoleLogEntry::General, "Could not register dust emitter for class: %s", mDataBlock->getName() );
- delete mDustTrailEmitter;
- mDustTrailEmitter = NULL;
- }
- }
- }
- if (isServerObject())
- scriptOnAdd();
- return true;
- }
- void RigidShape::onRemove()
- {
- scriptOnRemove();
- removeFromScene();
- U32 i=0;
- for( i=0; i<RigidShapeData::VC_NUM_DUST_EMITTERS; i++ )
- {
- if( mDustEmitterList[i] )
- {
- mDustEmitterList[i]->deleteWhenEmpty();
- mDustEmitterList[i] = NULL;
- }
- }
- for( i=0; i<RigidShapeData::VC_NUM_SPLASH_EMITTERS; i++ )
- {
- if( mSplashEmitterList[i] )
- {
- mSplashEmitterList[i]->deleteWhenEmpty();
- mSplashEmitterList[i] = NULL;
- }
- }
- mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
- mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
- Parent::onRemove();
- }
- void RigidShape::_createPhysics()
- {
- SAFE_DELETE(mPhysicsRep);
- if (!PHYSICSMGR || !mDataBlock->enablePhysicsRep)
- return;
- TSShape* shape = mShapeInstance->getShape();
- PhysicsCollision* colShape = NULL;
- colShape = shape->buildColShape(false, getScale());
- if (colShape)
- {
- PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
- mPhysicsRep = PHYSICSMGR->createBody();
- mPhysicsRep->init(colShape, 0, PhysicsBody::BF_KINEMATIC, this, world);
- mPhysicsRep->setTransform(getTransform());
- }
- }
- //----------------------------------------------------------------------------
- void RigidShape::processTick(const Move* move)
- {
- PROFILE_SCOPE(RigidShape_ProcessTick);
- Parent::processTick(move);
- if ( isMounted() )
- return;
- // Warp to catch up to server
- if (mDelta.warpCount < mDelta.warpTicks)
- {
- mDelta.warpCount++;
- // Set new pos.
- mObjToWorld.getColumn(3,&mDelta.pos);
- mDelta.pos += mDelta.warpOffset;
- mDelta.rot[0] = mDelta.rot[1];
- mDelta.rot[1].interpolate(mDelta.warpRot[0],mDelta.warpRot[1],F32(mDelta.warpCount)/mDelta.warpTicks);
- setPosition(mDelta.pos,mDelta.rot[1]);
- // Pos backstepping
- mDelta.posVec.x = -mDelta.warpOffset.x;
- mDelta.posVec.y = -mDelta.warpOffset.y;
- mDelta.posVec.z = -mDelta.warpOffset.z;
- }
- else
- {
- if (!move)
- {
- if (isGhost())
- {
- // If we haven't run out of prediction time,
- // predict using the last known move.
- if (mPredictionCount-- <= 0)
- return;
- move = &mDelta.move;
- }
- else
- move = &NullMove;
- }
- // Process input move
- updateMove(move);
- // Save current rigid state interpolation
- mDelta.posVec = mRigid.linPosition;
- mDelta.rot[0] = mRigid.angPosition;
- // Update the physics based on the integration rate
- S32 count = mDataBlock->integration;
- --mWorkingQueryBoxCountDown;
- if (!mDisableMove)
- updateWorkingCollisionSet(getCollisionMask());
- for (U32 i = 0; i < count; i++)
- updatePos(TickSec / count);
- // Wrap up interpolation info
- mDelta.pos = mRigid.linPosition;
- mDelta.posVec -= mRigid.linPosition;
- mDelta.rot[1] = mRigid.angPosition;
- // Update container database
- setPosition(mRigid.linPosition, mRigid.angPosition);
- setMaskBits(PositionMask);
- updateContainer();
- //TODO: Only update when position has actually changed
- //no need to check if mDataBlock->enablePhysicsRep is false as mPhysicsRep will be NULL if it is
- if (mPhysicsRep)
- mPhysicsRep->moveKinematicTo(getTransform());
- }
- }
- void RigidShape::interpolateTick(F32 dt)
- {
- Parent::interpolateTick(dt);
- if ( isMounted() )
- return;
- if(dt == 0.0f)
- setRenderPosition(mDelta.pos, mDelta.rot[1]);
- else
- {
- QuatF rot;
- rot.interpolate(mDelta.rot[1], mDelta.rot[0], dt);
- Point3F pos = mDelta.pos + mDelta.posVec * dt;
- setRenderPosition(pos,rot);
- }
- mDelta.dt = dt;
- }
- void RigidShape::advanceTime(F32 dt)
- {
- Parent::advanceTime(dt);
- updateFroth(dt);
- if ( isMounted() )
- return;
- // Update 3rd person camera offset. Camera update is done
- // here as it's a client side only animation.
- mCameraOffset -=
- (mCameraOffset * mDataBlock->cameraDecay +
- mRigid.linVelocity * mDataBlock->cameraLag) * dt;
- }
- //----------------------------------------------------------------------------
- bool RigidShape::onNewDataBlock(GameBaseData* dptr, bool reload)
- {
- mDataBlock = dynamic_cast<RigidShapeData*>(dptr);
- if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
- return false;
- // Update Rigid Info
- mRigid.mass = mDataBlock->mass;
- mRigid.oneOverMass = 1 / mRigid.mass;
- mRigid.friction = mDataBlock->body.friction;
- mRigid.restitution = mDataBlock->body.restitution;
- mRigid.setCenterOfMass(mDataBlock->massCenter);
- // Ignores massBox, just set sphere for now. Derived objects
- // can set what they want.
- mRigid.setObjectInertia();
- scriptOnNewDataBlock();
- return true;
- }
- //----------------------------------------------------------------------------
- void RigidShape::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
- {
- *min = mDataBlock->cameraMinDist;
- *max = mDataBlock->cameraMaxDist;
- off->set(0,0,mDataBlock->cameraOffset);
- rot->identity();
- }
- //----------------------------------------------------------------------------
- void RigidShape::getCameraTransform(F32* pos,MatrixF* mat)
- {
- // Returns camera to world space transform
- // Handles first person / third person camera position
- if (isServerObject() && mShapeInstance)
- mShapeInstance->animateNodeSubtrees(true);
- if (*pos == 0)
- {
- getRenderEyeTransform(mat);
- return;
- }
- // Get the shape's camera parameters.
- F32 min,max;
- MatrixF rot;
- Point3F offset;
- getCameraParameters(&min,&max,&offset,&rot);
- // Start with the current eye position
- MatrixF eye;
- getRenderEyeTransform(&eye);
- // Build a transform that points along the eye axis
- // but where the Z axis is always up.
- if (mDataBlock->cameraRoll)
- mat->mul(eye,rot);
- else
- {
- MatrixF cam(1);
- VectorF x,y,z(0,0,1);
- eye.getColumn(1, &y);
-
- mCross(y, z, &x);
- x.normalize();
- mCross(x, y, &z);
- z.normalize();
- cam.setColumn(0,x);
- cam.setColumn(1,y);
- cam.setColumn(2,z);
- mat->mul(cam,rot);
- }
- // Camera is positioned straight back along the eye's -Y axis.
- // A ray is cast to make sure the camera doesn't go through
- // anything solid.
- VectorF vp,vec;
- vp.x = vp.z = 0;
- vp.y = -(max - min) * *pos;
- eye.mulV(vp,&vec);
- // Use the camera node as the starting position if it exists.
- Point3F osp,sp;
- if (mDataBlock->cameraNode != -1)
- {
- mShapeInstance->mNodeTransforms[mDataBlock->cameraNode].getColumn(3,&osp);
- getRenderTransform().mulP(osp,&sp);
- }
- else
- eye.getColumn(3,&sp);
- // Make sure we don't hit ourself...
- disableCollision();
- if (isMounted())
- getObjectMount()->disableCollision();
- // Cast the ray into the container database to see if we're going
- // to hit anything.
- RayInfo collision;
- Point3F ep = sp + vec + offset + mCameraOffset;
- if (mContainer->castRay(sp, ep,
- ~(WaterObjectType | GameBaseObjectType | DefaultObjectType),
- &collision) == true)
- {
- // Shift the collision point back a little to try and
- // avoid clipping against the front camera plane.
- F32 t = collision.t - (-mDot(vec, collision.normal) / vec.len()) * 0.1;
- if (t > 0.0f)
- ep = sp + offset + mCameraOffset + (vec * t);
- else
- eye.getColumn(3,&ep);
- }
- mat->setColumn(3,ep);
- // Re-enable our collision.
- if (isMounted())
- getObjectMount()->enableCollision();
- enableCollision();
- // Apply Camera FX.
- mat->mul( gCamFXMgr.getTrans() );
- }
- //----------------------------------------------------------------------------
- void RigidShape::getVelocity(const Point3F& r, Point3F* v)
- {
- mRigid.getVelocity(r, v);
- }
- void RigidShape::applyImpulse(const Point3F &pos, const Point3F &impulse)
- {
- Point3F r;
- mRigid.getOriginVector(pos,&r);
- mRigid.applyImpulse(r, impulse);
- }
- //----------------------------------------------------------------------------
- void RigidShape::updateMove(const Move* move)
- {
- mDelta.move = *move;
- }
- //----------------------------------------------------------------------------
- void RigidShape::setPosition(const Point3F& pos,const QuatF& rot)
- {
- MatrixF mat;
- rot.setMatrix(&mat);
- mat.setColumn(3,pos);
- Parent::setTransform(mat);
- }
- void RigidShape::setRenderPosition(const Point3F& pos, const QuatF& rot)
- {
- MatrixF mat;
- rot.setMatrix(&mat);
- mat.setColumn(3,pos);
- Parent::setRenderTransform(mat);
- }
- void RigidShape::setTransform(const MatrixF& newMat)
- {
- mRigid.setTransform(newMat);
- Parent::setTransform(newMat);
- mRigid.atRest = false;
- mContacts.clear();
- }
- void RigidShape::forceClientTransform()
- {
- setMaskBits(ForceMoveMask);
- }
- //-----------------------------------------------------------------------------
- void RigidShape::disableCollision()
- {
- Parent::disableCollision();
- }
- void RigidShape::enableCollision()
- {
- Parent::enableCollision();
- }
- //----------------------------------------------------------------------------
- /** Update the physics
- */
- void RigidShape::updatePos(F32 dt)
- {
- PROFILE_SCOPE(RigidShape_UpdatePos);
- Point3F origVelocity = mRigid.linVelocity;
- // Update internal forces acting on the body.
- mRigid.clearForces();
- updateForces(dt);
- // Update collision information based on our current pos.
- bool collided = false;
- if (!mRigid.atRest && !mDisableMove)
- {
- collided = updateCollision(dt);
- // Now that all the forces have been processed, lets
- // see if we're at rest. Basically, if the kinetic energy of
- // the rigid body is less than some percentage of the energy added
- // by gravity for a short period, we're considered at rest.
- // This should really be part of the rigid class...
- if (mCollisionList.getCount())
- {
- F32 k = mRigid.getKineticEnergy();
- F32 G = mNetGravity * dt;
- F32 Kg = 0.5 * mRigid.mass * G * G;
- if (k < sRestTol * Kg && ++restCount > sRestCount)
- mRigid.setAtRest();
- }
- else
- restCount = 0;
- }
- // Integrate forward
- if (!mRigid.atRest && !mDisableMove)
- mRigid.integrate(dt);
- // Deal with client and server scripting, sounds, etc.
- if (isServerObject())
- {
- // Check triggers and other objects that we normally don't
- // collide with. This function must be called before notifyCollision
- // as it will queue collision.
- checkTriggers();
- // Invoke the onCollision notify callback for all the objects
- // we've just hit.
- notifyCollision();
- // Server side impact script callback
- if (collided)
- {
- VectorF collVec = mRigid.linVelocity - origVelocity;
- F32 collSpeed = collVec.len();
- if (collSpeed > mDataBlock->minImpactSpeed)
- onImpact(collVec);
- }
- // Water script callbacks
- if (!inLiquid && mWaterCoverage != 0.0f)
- {
- mDataBlock->onEnterLiquid_callback(this, mWaterCoverage, mLiquidType.c_str());
- inLiquid = true;
- }
- else if (inLiquid && mWaterCoverage == 0.0f)
- {
- mDataBlock->onLeaveLiquid_callback(this, mLiquidType.c_str());
- inLiquid = false;
- }
- }
- else {
- // Play impact sounds on the client.
- if (collided) {
- F32 collSpeed = (mRigid.linVelocity - origVelocity).len();
- S32 impactSound = -1;
- if (collSpeed >= mDataBlock->hardImpactSpeed)
- impactSound = RigidShapeData::Body::HardImpactSound;
- else
- if (collSpeed >= mDataBlock->softImpactSpeed)
- impactSound = RigidShapeData::Body::SoftImpactSound;
- if (impactSound != -1 && mDataBlock->getBodySoundsProfile(impactSound))
- SFX->playOnce(mDataBlock->getBodySoundsProfile(impactSound), &getTransform());
- }
- // Water volume sounds
- F32 vSpeed = getVelocity().len();
- if (!inLiquid && mWaterCoverage >= 0.8f) {
- if (vSpeed >= mDataBlock->hardSplashSoundVel)
- SFX->playOnce(mDataBlock->getWaterSoundsProfile(RigidShapeData::ImpactHard), &getTransform());
- else
- if (vSpeed >= mDataBlock->medSplashSoundVel)
- SFX->playOnce(mDataBlock->getWaterSoundsProfile(RigidShapeData::ImpactMedium), &getTransform());
- else
- if (vSpeed >= mDataBlock->softSplashSoundVel)
- SFX->playOnce(mDataBlock->getWaterSoundsProfile(RigidShapeData::ImpactSoft), &getTransform());
- inLiquid = true;
- }
- else
- if (inLiquid && mWaterCoverage < 0.8f) {
- if (vSpeed >= mDataBlock->exitSplashSoundVel)
- SFX->playOnce(mDataBlock->getWaterSoundsProfile(RigidShapeData::ExitWater), &getTransform());
- inLiquid = false;
- }
- }
- }
- //----------------------------------------------------------------------------
- void RigidShape::updateForces(F32 dt)
- {
- if (mDisableMove) return;
- Point3F torque(0, 0, 0);
- Point3F force(0, 0, mRigid.mass * mNetGravity);
- // Apply drag
- Point3F vertDrag = mRigid.linVelocity*Point3F(1, 1, mDataBlock->vertFactor);
- force -= vertDrag * mDataBlock->dragForce;
- // Add in physical zone force
- force += mAppliedForce;
- force -= mRigid.linVelocity * mDrag;
- torque -= mRigid.angMomentum * mDrag;
- mRigid.force = force;
- mRigid.torque = torque;
- // If we're still atRest, make sure we're not accumulating anything
- if (mRigid.atRest)
- mRigid.setAtRest();
- }
- //-----------------------------------------------------------------------------
- /** Update collision information
- Update the convex state and check for collisions. If the object is in
- collision, impact and contact forces are generated.
- */
- bool RigidShape::updateCollision(F32 dt)
- {
- // Update collision information
- MatrixF mat,cmat;
- mConvex.transform = &mat;
- mRigid.getTransform(&mat);
- cmat = mConvex.getTransform();
- mCollisionList.clear();
- CollisionState *state = mConvex.findClosestState(cmat, getScale(), mDataBlock->collisionTol);
- if (state && state->mDist <= mDataBlock->collisionTol)
- {
- //resolveDisplacement(ns,state,dt);
- mConvex.getCollisionInfo(cmat, getScale(), &mCollisionList, mDataBlock->collisionTol);
- }
- // Resolve collisions
- bool collided = resolveCollision(mRigid,mCollisionList);
- resolveContacts(mRigid,mCollisionList,dt);
- return collided;
- }
- //----------------------------------------------------------------------------
- /** Resolve collision impacts
- Handle collision impacts, as opposed to contacts. Impulses are calculated based
- on standard collision resolution formulas.
- */
- bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
- {
- // Apply impulses to resolve collision
- bool collided = false;
- for (S32 i = 0; i < cList.getCount(); i++)
- {
- Collision& c = cList[i];
- if (c.distance < mDataBlock->collisionTol)
- {
- // Velocity into surface
- Point3F v, r;
- ns.getOriginVector(c.point, &r);
- ns.getVelocity(r, &v);
- F32 vn = mDot(v, c.normal);
- // Only interested in velocities greater than sContactTol,
- // velocities less than that will be dealt with as contacts
- // "constraints".
- if (vn < -mDataBlock->contactTol)
- {
- // Apply impulses to the rigid body to keep it from
- // penetrating the surface.
- if (c.object->getTypeMask() & VehicleObjectType)
- {
- RigidShape* otherRigid = dynamic_cast<RigidShape*>(c.object);
- if (otherRigid)
- ns.resolveCollision(cList[i].point, cList[i].normal, &otherRigid->mRigid);
- else
- ns.resolveCollision(cList[i].point, cList[i].normal);
- }
- else ns.resolveCollision(cList[i].point, cList[i].normal);
- collided = true;
- // Keep track of objects we collide with
- if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
- {
- ShapeBase* col = static_cast<ShapeBase*>(c.object);
- queueCollision(col, v - col->getVelocity());
- }
- }
- }
- }
- return collided;
- }
- //----------------------------------------------------------------------------
- /** Resolve contact forces
- Resolve contact forces using the "penalty" method. Forces are generated based
- on the depth of penetration and the moment of inertia at the point of contact.
- */
- bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
- {
- // Use spring forces to manage contact constraints.
- bool collided = false;
- Point3F t,p(0,0,0),l(0,0,0);
- for (S32 i = 0; i < cList.getCount(); i++)
- {
- const Collision& c = cList[i];
- if (c.distance < mDataBlock->collisionTol)
- {
- // Velocity into the surface
- Point3F v,r;
- ns.getOriginVector(c.point,&r);
- ns.getVelocity(r,&v);
- F32 vn = mDot(v,c.normal);
- // Only interested in velocities less than mDataBlock->contactTol,
- // velocities greater than that are dealt with as collisions.
- if (mFabs(vn) < mDataBlock->contactTol)
- {
- collided = true;
- // Penetration force. This is actually a spring which
- // will seperate the body from the collision surface.
- F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
- F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
- Point3F f = c.normal * s;
- // Friction impulse, calculated as a function of the
- // amount of force it would take to stop the motion
- // perpendicular to the normal.
- Point3F uv = v - (c.normal * vn);
- F32 ul = uv.len();
- if (s > 0 && ul)
- {
- uv /= -ul;
- F32 u = ul * ns.getZeroImpulse(r,uv);
- s *= mRigid.friction;
- if (u > s)
- u = s;
- f += uv * u;
- }
- // Accumulate forces
- p += f;
- mCross(r,f,&t);
- l += t;
- }
- }
- }
- // Contact constraint forces act over time...
- ns.linMomentum += p * dt;
- ns.angMomentum += l * dt;
- ns.updateVelocity();
- return true;
- }
- //----------------------------------------------------------------------------
- bool RigidShape::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
- {
- SceneObject* obj = (state->mA->getObject() == this)?
- state->mB->getObject(): state->mA->getObject();
- if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
- {
- // Try to displace the object by the amount we're trying to move
- Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1f;
- Point3F objOldMom = obj->getMomentum();
- Point3F objNewVel = objNewMom / obj->getMass();
- Point3F myCenter;
- Point3F theirCenter;
- getWorldBox().getCenter(&myCenter);
- obj->getWorldBox().getCenter(&theirCenter);
- if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
- {
- objNewMom = (theirCenter - myCenter);
- objNewMom.normalize();
- objNewMom *= 1.0f * obj->getMass();
- objNewVel = objNewMom / obj->getMass();
- }
- obj->setMomentum(objNewMom);
- if (obj->displaceObject(objNewVel * 1.1f * dt) == true)
- {
- // Queue collision and change in velocity
- VectorF dv = (objOldMom - objNewMom) / obj->getMass();
- queueCollision(static_cast<ShapeBase*>(obj), dv);
- return true;
- }
- }
- return false;
- }
- //----------------------------------------------------------------------------
- void RigidShape::updateWorkingCollisionSet(const U32 mask)
- {
- PROFILE_SCOPE( Vehicle_UpdateWorkingCollisionSet );
- // First, we need to adjust our velocity for possible acceleration. It is assumed
- // that we will never accelerate more than 20 m/s for gravity, plus 30 m/s for
- // jetting, and an equivalent 10 m/s for vehicle accel. We also assume that our
- // working list is updated on a Tick basis, which means we only expand our box by
- // the possible movement in that tick, plus some extra for caching purposes
- Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
- F32 len = (mRigid.linVelocity.len() + 50) * TickSec;
- F32 l = (len * 1.1) + 0.1; // fudge factor
- convexBox.minExtents -= Point3F(l, l, l);
- convexBox.maxExtents += Point3F(l, l, l);
- // Check to see if it is actually necessary to construct the new working list,
- // or if we can use the cached version from the last query. We use the x
- // component of the min member of the mWorkingQueryBox, which is lame, but
- // it works ok.
- bool updateSet = false;
- // Check containment
- if ((sWorkingQueryBoxStaleThreshold == -1 || mWorkingQueryBoxCountDown > 0) && mWorkingQueryBox.minExtents.x != -1e9f)
- {
- if (mWorkingQueryBox.isContained(convexBox) == false)
- // Needed region is outside the cached region. Update it.
- updateSet = true;
- }
- else
- {
- // Must update
- updateSet = true;
- }
- // Actually perform the query, if necessary
- if (updateSet == true)
- {
- mWorkingQueryBoxCountDown = sWorkingQueryBoxStaleThreshold;
- const Point3F lPoint( sWorkingQueryBoxSizeMultiplier * l );
- mWorkingQueryBox = convexBox;
- mWorkingQueryBox.minExtents -= lPoint;
- mWorkingQueryBox.maxExtents += lPoint;
- disableCollision();
- mConvex.updateWorkingList(mWorkingQueryBox, mask);
- enableCollision();
- }
- }
- //----------------------------------------------------------------------------
- /** Check collisions with trigger and items
- Perform a container search using the current bounding box
- of the main body, wheels are not included. This method should
- only be called on the server.
- */
- void RigidShape::checkTriggers()
- {
- Box3F bbox = mConvex.getBoundingBox(getTransform(), getScale());
- gServerContainer.findObjects(bbox,sTriggerMask,findCallback,this);
- }
- /** The callback used in by the checkTriggers() method.
- The checkTriggers method uses a container search which will
- invoke this callback on each obj that matches.
- */
- void RigidShape::findCallback(SceneObject* obj,void *key)
- {
- RigidShape* shape = reinterpret_cast<RigidShape*>(key);
- U32 objectMask = obj->getTypeMask();
- // Check: triggers, corpses and items, basically the same things
- // that the player class checks for
- if (objectMask & TriggerObjectType) {
- Trigger* pTrigger = static_cast<Trigger*>(obj);
- pTrigger->potentialEnterObject(shape);
- }
- else if (objectMask & CorpseObjectType) {
- ShapeBase* col = static_cast<ShapeBase*>(obj);
- shape->queueCollision(col,shape->getVelocity() - col->getVelocity());
- }
- else if (objectMask & ItemObjectType) {
- Item* item = static_cast<Item*>(obj);
- if (shape != item->getCollisionObject())
- shape->queueCollision(item,shape->getVelocity() - item->getVelocity());
- }
- }
- //----------------------------------------------------------------------------
- void RigidShape::writePacketData(GameConnection *connection, BitStream *stream)
- {
- Parent::writePacketData(connection, stream);
- mathWrite(*stream, mRigid.linPosition);
- mathWrite(*stream, mRigid.angPosition);
- mathWrite(*stream, mRigid.linMomentum);
- mathWrite(*stream, mRigid.angMomentum);
- stream->writeFlag(mRigid.atRest);
- stream->writeFlag(mContacts.getCount() == 0);
- stream->writeFlag(mDisableMove);
- stream->setCompressionPoint(mRigid.linPosition);
- }
- void RigidShape::readPacketData(GameConnection *connection, BitStream *stream)
- {
- Parent::readPacketData(connection, stream);
- mathRead(*stream, &mRigid.linPosition);
- mathRead(*stream, &mRigid.angPosition);
- mathRead(*stream, &mRigid.linMomentum);
- mathRead(*stream, &mRigid.angMomentum);
- mRigid.atRest = stream->readFlag();
- if (stream->readFlag())
- mContacts.clear();
- mRigid.updateInertialTensor();
- mRigid.updateVelocity();
- mDisableMove = stream->readFlag();
- stream->setCompressionPoint(mRigid.linPosition);
- }
- //----------------------------------------------------------------------------
- U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
- {
- U32 retMask = Parent::packUpdate(con, mask, stream);
- // The rest of the data is part of the control object packet update.
- // If we're controlled by this client, we don't need to send it.
- if (stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
- return retMask;
- mDelta.move.pack(stream);
- if (stream->writeFlag(mask & PositionMask))
- {
- stream->writeFlag(mask & ForceMoveMask);
- stream->writeCompressedPoint(mRigid.linPosition);
- mathWrite(*stream, mRigid.angPosition);
- mathWrite(*stream, mRigid.linMomentum);
- mathWrite(*stream, mRigid.angMomentum);
- stream->writeFlag(mRigid.atRest);
- }
-
- if(stream->writeFlag(mask & FreezeMask))
- stream->writeFlag(mDisableMove);
- return retMask;
- }
- void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
- {
- Parent::unpackUpdate(con,stream);
- if (stream->readFlag())
- return;
- mDelta.move.unpack(stream);
- if (stream->readFlag())
- {
- // Check if we need to jump to the given transform
- // rather than interpolate to it.
- bool forceUpdate = stream->readFlag();
- mPredictionCount = sMaxPredictionTicks;
- F32 speed = mRigid.linVelocity.len();
- mDelta.warpRot[0] = mRigid.angPosition;
- // Read in new position and momentum values
- stream->readCompressedPoint(&mRigid.linPosition);
- mathRead(*stream, &mRigid.angPosition);
- mathRead(*stream, &mRigid.linMomentum);
- mathRead(*stream, &mRigid.angMomentum);
- mRigid.atRest = stream->readFlag();
- mRigid.updateVelocity();
- if (!forceUpdate && isProperlyAdded())
- {
- // Determine number of ticks to warp based on the average
- // of the client and server velocities.
- Point3F cp = mDelta.pos + mDelta.posVec * mDelta.dt;
- mDelta.warpOffset = mRigid.linPosition - cp;
- // Calc the distance covered in one tick as the average of
- // the old speed and the new speed from the server.
- F32 dt,as = (speed + mRigid.linVelocity.len()) * 0.5 * TickSec;
- // Cal how many ticks it will take to cover the warp offset.
- // If it's less than what's left in the current tick, we'll just
- // warp in the remaining time.
- if (!as || (dt = mDelta.warpOffset.len() / as) > sMaxWarpTicks)
- dt = mDelta.dt + sMaxWarpTicks;
- else
- dt = (dt <= mDelta.dt)? mDelta.dt : mCeil(dt - mDelta.dt) + mDelta.dt;
- // Adjust current frame interpolation
- if (mDelta.dt)
- {
- mDelta.pos = cp + (mDelta.warpOffset * (mDelta.dt / dt));
- mDelta.posVec = (cp - mDelta.pos) / mDelta.dt;
- QuatF cr;
- cr.interpolate(mDelta.rot[1],mDelta.rot[0],mDelta.dt);
- mDelta.rot[1].interpolate(cr,mRigid.angPosition,mDelta.dt / dt);
- mDelta.rot[0].extrapolate(mDelta.rot[1],cr,mDelta.dt);
- }
- // Calculated multi-tick warp
- mDelta.warpCount = 0;
- mDelta.warpTicks = (S32)(mFloor(dt));
- if (mDelta.warpTicks)
- {
- mDelta.warpOffset = mRigid.linPosition - mDelta.pos;
- mDelta.warpOffset /= mDelta.warpTicks;
- mDelta.warpRot[0] = mDelta.rot[1];
- mDelta.warpRot[1] = mRigid.angPosition;
- }
- }
- else
- {
- // Set the shape to the server position
- mDelta.dt = 0;
- mDelta.pos = mRigid.linPosition;
- mDelta.posVec.set(0,0,0);
- mDelta.rot[1] = mDelta.rot[0] = mRigid.angPosition;
- mDelta.warpCount = mDelta.warpTicks = 0;
- setPosition(mRigid.linPosition, mRigid.angPosition);
- }
- }
-
- if(stream->readFlag())
- mDisableMove = stream->readFlag();
- }
- //----------------------------------------------------------------------------
- //----------------------------------------------------------------------------
- void RigidShape::consoleInit()
- {
- Con::addVariable("$rigidPhysics::workingQueryBoxStaleThreshold", TypeS32, &sWorkingQueryBoxStaleThreshold,
- "@brief The maximum number of ticks that go by before the mWorkingQueryBox is considered stale and needs updating.\n\n"
- "Other factors can cause the collision working query box to become invalidated, such as the rigid body moving far "
- "enough outside of this cached box. The smaller this number, the more times the working list of triangles that are "
- "considered for collision is refreshed. This has the greatest impact with colliding with high triangle count meshes.\n\n"
- "@note Set to -1 to disable any time-based forced check.\n\n"
- "@ingroup GameObjects\n");
- Con::addVariable("$rigidPhysics::workingQueryBoxSizeMultiplier", TypeF32, &sWorkingQueryBoxSizeMultiplier,
- "@brief How much larger the mWorkingQueryBox should be made when updating the working collision list.\n\n"
- "The larger this number the less often the working list will be updated due to motion, but any non-static shape that "
- "moves into the query box will not be noticed.\n\n"
- "@ingroup GameObjects\n");
- }
- void RigidShape::initPersistFields()
- {
- Parent::initPersistFields();
- }
- //----------------------------------------------------------------------------
- void RigidShape::updateLiftoffDust( F32 dt )
- {
- Point3F offset( 0.0, 0.0, mDataBlock->dustHeight );
- emitDust( mDustEmitterList[ 0 ], mDataBlock->triggerDustHeight, offset,
- ( U32 )( dt * 1000 ) );
- }
- //--------------------------------------------------------------------------
- void RigidShape::updateFroth( F32 dt )
- {
- // update bubbles
- Point3F moveDir = getVelocity();
- Point3F contactPoint;
- F32 speed = moveDir.len();
- if( speed < mDataBlock->splashVelEpsilon ) speed = 0.0;
- U32 emitRate = (U32)(speed * mDataBlock->splashFreqMod * dt);
- U32 i;
- for( i=0; i<RigidShapeData::VC_NUM_SPLASH_EMITTERS; i++ )
- {
- if( mSplashEmitterList[i] )
- {
- mSplashEmitterList[i]->emitParticles( contactPoint, contactPoint, Point3F( 0.0, 0.0, 1.0 ),
- moveDir, emitRate );
- }
- }
- }
- //--------------------------------------------------------------------------
- // Returns true if shape is intersecting a water surface (roughly)
- //--------------------------------------------------------------------------
- bool RigidShape::collidingWithWater( Point3F &waterHeight )
- {
- Point3F curPos = getPosition();
- F32 height = mFabs( mObjBox.maxExtents.z - mObjBox.minExtents.z );
- RayInfo rInfo;
- if( gClientContainer.castRay( curPos + Point3F(0.0, 0.0, height), curPos, WaterObjectType, &rInfo) )
- {
- waterHeight = rInfo.point;
- return true;
- }
- return false;
- }
- void RigidShape::setEnergyLevel(F32 energy)
- {
- Parent::setEnergyLevel(energy);
- setMaskBits(EnergyMask);
- }
- void RigidShape::prepBatchRender( SceneRenderState *state, S32 mountedImageIndex )
- {
- Parent::prepBatchRender( state, mountedImageIndex );
- if ( !gShowBoundingBox )
- return;
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind( this, &RigidShape::_renderMassAndContacts );
- ri->type = RenderPassManager::RIT_Editor;
- state->getRenderPass()->addInst( ri );
- }
- void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- // Box for the center of Mass
- GFXStateBlockDesc desc;
- desc.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
- desc.setZReadWrite(false);
- desc.fillMode = GFXFillWireframe;
- GFX->getDrawUtil()->drawCube( desc, Point3F(0.1f,0.1f,0.1f), mDataBlock->massCenter, ColorI(255, 255, 255), &mRenderObjToWorld );
- // Collision points...
- for (S32 i = 0; i < mCollisionList.getCount(); i++)
- {
- const Collision& collision = mCollisionList[i];
- GFX->getDrawUtil()->drawCube( desc, Point3F(0.05f,0.05f,0.05f), collision.point, ColorI(0, 0, 255) );
- }
- // Render the normals as one big batch...
- PrimBuild::begin(GFXLineList, mCollisionList.getCount() * 2);
- for (S32 i = 0; i < mCollisionList.getCount(); i++)
- {
- const Collision& collision = mCollisionList[i];
- PrimBuild::color3f(1, 1, 1);
- PrimBuild::vertex3fv(collision.point);
- PrimBuild::vertex3fv(collision.point + collision.normal * 0.05f);
- }
- PrimBuild::end();
- // Build and render the collision polylist which is returned
- // in the server's world space.
- ClippedPolyList polyList;
- polyList.mPlaneList.setSize(6);
- polyList.mPlaneList[0].set(getWorldBox().minExtents,VectorF(-1,0,0));
- polyList.mPlaneList[1].set(getWorldBox().minExtents,VectorF(0,-1,0));
- polyList.mPlaneList[2].set(getWorldBox().minExtents,VectorF(0,0,-1));
- polyList.mPlaneList[3].set(getWorldBox().maxExtents,VectorF(1,0,0));
- polyList.mPlaneList[4].set(getWorldBox().maxExtents,VectorF(0,1,0));
- polyList.mPlaneList[5].set(getWorldBox().maxExtents,VectorF(0,0,1));
- Box3F dummyBox;
- SphereF dummySphere;
- buildPolyList(PLC_Collision, &polyList, dummyBox, dummySphere);
- //polyList.render();
- }
- void RigidShape::reset()
- {
- mRigid.clearForces();
- mRigid.setAtRest();
- }
- void RigidShape::freezeSim(bool frozen)
- {
- mDisableMove = frozen;
- setMaskBits(FreezeMask);
- }
- DefineEngineMethod( RigidShape, reset, void, (),,
- "@brief Clears physic forces from the shape and sets it at rest.\n\n"
- "@tsexample\n"
- "// Inform the RigidShape object to reset.\n"
- "%thisRigidShape.reset();\n"
- "@endtsexample\n\n"
- "@see ShapeBaseData")
- {
- object->reset();
- }
- DefineEngineMethod( RigidShape, freezeSim, void, (bool isFrozen),,
- "@brief Enables or disables the physics simulation on the RigidShape object.\n\n"
- "@param isFrozen Boolean frozen state to set the object.\n"
- "@tsexample\n"
- "// Define the frozen state.\n"
- "%isFrozen = \"true\";\n\n"
- "// Inform the object of the defined frozen state\n"
- "%thisRigidShape.freezeSim(%isFrozen);\n"
- "@endtsexample\n\n"
- "@see ShapeBaseData")
- {
- object->freezeSim(isFrozen);
- }
- DefineEngineMethod( RigidShape, forceClientTransform, void, (),,
- "@brief Forces the client to jump to the RigidShape's transform rather then warp to it.\n\n")
- {
- if(object->isServerObject())
- {
- object->forceClientTransform();
- }
- }
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