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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- 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 "Actor.h"
- #include "Vector3.h"
- #include "Quaternion.h"
- #include "Matrix4x4.h"
- #include "Unit.h"
- #include "Device.h"
- #include "Physics.h"
- #include "Log.h"
- #include "PhysicsResource.h"
- #include "SceneGraph.h"
- #include "PxPhysicsAPI.h"
- using physx::PxRigidDynamicFlag;
- using physx::PxMat44;
- using physx::PxTransform;
- using physx::PxActorFlag;
- using physx::PxVec3;
- using physx::PxReal;
- using physx::PxRigidActor;
- using physx::PxRigidBody;
- using physx::PxRigidDynamic;
- using physx::PxRigidStatic;
- using physx::PxPlaneGeometry;
- using physx::PxSphereGeometry;
- using physx::PxBoxGeometry;
- using physx::PxRigidBodyExt;
- using physx::PxShape;
- using physx::PxShapeFlag;
- using physx::PxU32;
- using physx::PxFilterData;
- using physx::PxD6Joint;
- using physx::PxD6JointCreate;
- using physx::PxD6Axis;
- using physx::PxD6Motion;
- namespace crown
- {
- //-----------------------------------------------------------------------------
- Actor::Actor(const PhysicsResource* res, uint32_t i, PxScene* scene, SceneGraph& sg, int32_t node, const Vector3& pos, const Quaternion& rot)
- : m_resource(res)
- , m_index(i)
- , m_scene(scene)
- , m_scene_graph(sg)
- , m_node(node)
- {
- const PhysicsActor& a = m_resource->actor(m_index);
- // Creates actor
- Matrix4x4 m = sg.world_pose(node);
- PxMat44 pose((PxReal*)(m.to_float_ptr()));
- switch (a.type)
- {
- case ActorType::STATIC:
- {
- m_actor = device()->physx()->createRigidStatic(PxTransform(pose));
- break;
- }
- case ActorType::DYNAMIC_PHYSICAL:
- case ActorType::DYNAMIC_KINEMATIC:
- {
- m_actor = device()->physx()->createRigidDynamic(PxTransform(pose));
- if (a.type == ActorType::DYNAMIC_KINEMATIC)
- {
- static_cast<PxRigidDynamic*>(m_actor)->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
- }
- break;
- PxRigidBodyExt::setMassAndUpdateInertia(*static_cast<PxRigidDynamic*>(m_actor), 500.0f);
- PxD6Joint* joint = PxD6JointCreate(*device()->physx(), m_actor, PxTransform(pose), NULL, PxTransform(pose));
- joint->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
- joint->setMotion(PxD6Axis::eY, PxD6Motion::eFREE);
- //joint->setMotion(PxD6Axis::eZ, PxD6Motion::eFREE);
- //joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
- joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
- }
- default:
- {
- CE_FATAL("Oops, unknown actor type");
- break;
- }
- }
- m_actor->userData = this;
- // Creates material
- m_mat = device()->physx()->createMaterial(a.static_friction, a.dynamic_friction, a.restitution);
- // Creates shapes
- uint32_t index = m_resource->shape_index(m_index);
- for (uint32_t i = 0; i < a.num_shapes; i++)
- {
- PhysicsShape shape = m_resource->shape(index);
- Vector3 pos = sg.world_position(node);
- switch(shape.type)
- {
- case PhysicsShapeType::SPHERE:
- {
- create_sphere(pos, shape.data_0);
- break;
- }
- case PhysicsShapeType::BOX:
- {
- create_box(pos, shape.data_0, shape.data_1, shape.data_2);
- break;
- }
- case PhysicsShapeType::PLANE:
- {
- create_plane(pos, Vector3(shape.data_0, shape.data_1, shape.data_2));
- break;
- }
- default:
- {
- CE_FATAL("Oops, unknown shape type");
- }
- }
- index++;
- }
- m_actor->setActorFlag(PxActorFlag::eSEND_SLEEP_NOTIFIES, true);
- m_scene->addActor(*m_actor);
- }
- //-----------------------------------------------------------------------------
- Actor::~Actor()
- {
- if (m_actor)
- {
- m_scene->removeActor(*m_actor);
- m_actor->release();
- }
- }
- //-----------------------------------------------------------------------------
- void Actor::create_sphere(const Vector3& position, float radius)
- {
- /*PxShape* shape = */m_actor->createShape(PxSphereGeometry(radius), *m_mat);
- }
- //-----------------------------------------------------------------------------
- void Actor::create_box(const Vector3& position, float half_x, float half_y, float half_z)
- {
- /*PxShape* shape = */m_actor->createShape(PxBoxGeometry(half_x, half_y, half_z), *m_mat);
- }
- //-----------------------------------------------------------------------------
- void Actor::create_plane(const Vector3& position, const Vector3& /*normal*/)
- {
- m_actor->createShape(PxPlaneGeometry(), *m_mat);
- }
- //-----------------------------------------------------------------------------
- void Actor::enable_gravity()
- {
- m_actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, false);
- }
- //-----------------------------------------------------------------------------
- void Actor::disable_gravity()
- {
- m_actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true);
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_static() const
- {
- const PhysicsActor& a = m_resource->actor(m_index);
- return a.type == ActorType::STATIC;
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_dynamic() const
- {
- const PhysicsActor& a = m_resource->actor(m_index);
- return a.type == ActorType::DYNAMIC_PHYSICAL || a.type == ActorType::DYNAMIC_KINEMATIC;
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_kinematic() const
- {
- const PhysicsActor& a = m_resource->actor(m_index);
- return a.type == ActorType::DYNAMIC_KINEMATIC;
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_physical() const
- {
- const PhysicsActor& a = m_resource->actor(m_index);
- return a.type == ActorType::DYNAMIC_PHYSICAL;
- }
- //-----------------------------------------------------------------------------
- float Actor::linear_damping() const
- {
- return ((PxRigidDynamic*)m_actor)->getLinearDamping();
- }
- //-----------------------------------------------------------------------------
- void Actor::set_linear_damping(float rate)
- {
- ((PxRigidDynamic*)m_actor)->setLinearDamping(rate);
- }
- //-----------------------------------------------------------------------------
- float Actor::angular_damping() const
- {
- return ((PxRigidDynamic*)m_actor)->getAngularDamping();
- }
- //-----------------------------------------------------------------------------
- void Actor::set_angular_damping(float rate)
- {
- ((PxRigidDynamic*)m_actor)->setAngularDamping(rate);
- }
- //-----------------------------------------------------------------------------
- Vector3 Actor::linear_velocity() const
- {
- PxVec3 vel = ((PxRigidBody*)m_actor)->getLinearVelocity();
- Vector3 velocity(vel.x, vel.y, vel.z);
- return velocity;
- }
- //-----------------------------------------------------------------------------
- void Actor::set_linear_velocity(const Vector3& vel)
- {
- PxVec3 velocity(vel.x, vel.y, vel.z);
- ((PxRigidBody*)m_actor)->setLinearVelocity(velocity);
- }
- //-----------------------------------------------------------------------------
- Vector3 Actor::angular_velocity() const
- {
- PxVec3 vel = ((PxRigidBody*)m_actor)->getAngularVelocity();
- Vector3 velocity(vel.x, vel.y, vel.z);
- return velocity;
- }
- //-----------------------------------------------------------------------------
- void Actor::set_angular_velocity(const Vector3& vel)
- {
- PxVec3 velocity(vel.x, vel.y, vel.z);
- ((PxRigidBody*)m_actor)->setAngularVelocity(velocity);
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_sleeping()
- {
- return ((PxRigidDynamic*)m_actor)->isSleeping();
- }
- //-----------------------------------------------------------------------------
- void Actor::wake_up()
- {
- ((PxRigidDynamic*)m_actor)->wakeUp();
- }
- //-----------------------------------------------------------------------------
- void Actor::update_pose()
- {
- // Read world pose
- Matrix4x4 wp = m_scene_graph.world_pose(m_node);
- const PxMat44 pose((PxReal*) (wp.to_float_ptr()));
- const PxTransform world_transform(pose);
- const PhysicsActor& a = m_resource->actor(m_index);
- switch (a.type)
- {
- case ActorType::STATIC:
- {
- // m_actor->setGlobalPose(world_transform);
- }
- case ActorType::DYNAMIC_PHYSICAL:
- {
- break;
- }
- case ActorType::DYNAMIC_KINEMATIC:
- {
- static_cast<PxRigidDynamic*>(m_actor)->setKinematicTarget(world_transform);
- break;
- }
- default: break;
- }
- }
- //-----------------------------------------------------------------------------
- void Actor::update(const Matrix4x4& pose)
- {
- const PhysicsActor& a = m_resource->actor(m_index);
- if (a.type == ActorType::DYNAMIC_PHYSICAL)
- {
- m_scene_graph.set_world_pose(m_node, pose);
- }
- }
- } // namespace crown
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