1120 lines
33 KiB
C++
Executable File
1120 lines
33 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "dgl/dgl.h"
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#include "core/bitStream.h"
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#include "game/game.h"
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#include "math/mMath.h"
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#include "console/simBase.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "sim/netConnection.h"
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#include "game/item.h"
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#include "collision/boxConvex.h"
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#include "game/shadow.h"
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#include "collision/earlyOutPolyList.h"
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#include "collision/extrudedPolyList.h"
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#include "math/mathIO.h"
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//----------------------------------------------------------------------------
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const F32 sRotationSpeed = 3.0; // Secs/Rotation
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const F32 sAtRestVelocity = 0.15; // Min speed after collision
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const S32 sCollisionTimeout = 15; // Timout value in ticks
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// Client prediction
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static F32 sMinWarpTicks = 0.5; // Fraction of tick at which instant warp occures
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static S32 sMaxWarpTicks = 3; // Max warp duration in ticks
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F32 Item::mGravity = -20;
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const U32 sClientCollisionMask = (TerrainObjectType | InteriorObjectType |
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StaticShapeObjectType | VehicleObjectType |
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PlayerObjectType | StaticTSObjectType);
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const U32 sServerCollisionMask = (sClientCollisionMask);
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const S32 Item::csmAtRestTimer = 64;
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static const U32 sgAllowedDynamicTypes = DamagableItemObjectType;
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(ItemData);
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ItemData::ItemData()
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{
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friction = 0;
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elasticity = 0;
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sticky = false;
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gravityMod = 1.0;
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maxVelocity = -1;
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density = 2;
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drag = 0.5;
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genericShadowLevel = Item_GenericShadowLevel;
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noShadowLevel = Item_NoShadowLevel;
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dynamicTypeField = 0;
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pickUpName = StringTable->insert("an item");
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lightOnlyStatic = false;
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lightType = Item::NoLight;
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lightColor.set(1.f,1.f,1.f,1.f);
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lightTime = 1000;
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lightRadius = 10.f;
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}
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static EnumTable::Enums itemLightEnum[] =
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{
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{ Item::NoLight, "NoLight" },
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{ Item::ConstantLight, "ConstantLight" },
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{ Item::PulsingLight, "PulsingLight" }
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};
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static EnumTable gItemLightTypeTable(Item::NumLightTypes, &itemLightEnum[0]);
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void ItemData::initPersistFields()
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{
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Parent::initPersistFields();
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addField("pickUpName", TypeString, Offset(pickUpName, ItemData));
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addField("friction", TypeF32, Offset(friction, ItemData));
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addField("elasticity", TypeF32, Offset(elasticity, ItemData));
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addField("sticky", TypeBool, Offset(sticky, ItemData));
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addField("gravityMod", TypeF32, Offset(gravityMod, ItemData));
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addField("maxVelocity", TypeF32, Offset(maxVelocity, ItemData));
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addField("dynamicType", TypeS32, Offset(dynamicTypeField, ItemData));
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addField("lightType", TypeEnum, Offset(lightType, ItemData), 1, &gItemLightTypeTable);
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addField("lightColor", TypeColorF, Offset(lightColor, ItemData));
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addField("lightTime", TypeS32, Offset(lightTime, ItemData));
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addField("lightRadius", TypeF32, Offset(lightRadius, ItemData));
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addField("lightOnlyStatic", TypeBool, Offset(lightOnlyStatic, ItemData));
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}
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void ItemData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->writeFloat(friction, 10);
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stream->writeFloat(elasticity, 10);
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stream->writeFlag(sticky);
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if(stream->writeFlag(gravityMod != 1.0))
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stream->writeSignedFloat(gravityMod, 11);
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if(stream->writeFlag(maxVelocity != -1))
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stream->write(maxVelocity);
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if(stream->writeFlag(lightType != Item::NoLight))
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{
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AssertFatal(Item::NumLightTypes < (1 << 2), "ItemData: light type needs more bits");
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stream->writeInt(lightType, 2);
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stream->writeFloat(lightColor.red, 7);
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stream->writeFloat(lightColor.green, 7);
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stream->writeFloat(lightColor.blue, 7);
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stream->writeFloat(lightColor.alpha, 7);
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stream->write(lightTime);
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stream->write(lightRadius);
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stream->writeFlag(lightOnlyStatic);
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}
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}
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void ItemData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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friction = stream->readFloat(10);
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elasticity = stream->readFloat(10);
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sticky = stream->readFlag();
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if(stream->readFlag())
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gravityMod = stream->readSignedFloat(11);
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else
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gravityMod = 1.0;
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if(stream->readFlag())
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stream->read(&maxVelocity);
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else
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maxVelocity = -1;
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if(stream->readFlag())
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{
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lightType = stream->readInt(2);
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lightColor.red = stream->readFloat(7);
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lightColor.green = stream->readFloat(7);
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lightColor.blue = stream->readFloat(7);
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lightColor.alpha = stream->readFloat(7);
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stream->read(&lightTime);
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stream->read(&lightRadius);
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lightOnlyStatic = stream->readFlag();
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}
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else
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lightType = Item::NoLight;
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}
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_NETOBJECT_V1(Item);
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Item::Item()
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{
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mTypeMask |= ItemObjectType;
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mDataBlock = 0;
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mCollidable = false;
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mStatic = false;
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mRotate = false;
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mVelocity = VectorF(0,0,0);
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mAtRest = true;
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mAtRestCounter = 0;
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mInLiquid = false;
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delta.warpTicks = 0;
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delta.dt = 1;
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mCollisionObject = 0;
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mCollisionTimeout = 0;
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// mGenerateShadow = true;
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mConvex.init(this);
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mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
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mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
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}
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Item::~Item()
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{
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}
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//----------------------------------------------------------------------------
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bool Item::onAdd()
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{
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if (!Parent::onAdd() || !mDataBlock)
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return false;
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mTypeMask |= (mDataBlock->dynamicTypeField & sgAllowedDynamicTypes);
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if (mStatic)
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mAtRest = true;
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mObjToWorld.getColumn(3,&delta.pos);
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// Setup the box for our convex object...
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mObjBox.getCenter(&mConvex.mCenter);
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mConvex.mSize.x = mObjBox.len_x() / 2.0;
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mConvex.mSize.y = mObjBox.len_y() / 2.0;
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mConvex.mSize.z = mObjBox.len_z() / 2.0;
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mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
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mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
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addToScene();
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if (isServerObject())
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{
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scriptOnAdd();
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}
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else if (mDataBlock->lightType != NoLight)
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{
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Sim::getLightSet()->addObject(this);
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mDropTime = Sim::getCurrentTime();
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}
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return true;
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}
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bool Item::onNewDataBlock(GameBaseData* dptr)
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{
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mDataBlock = dynamic_cast<ItemData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr))
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return false;
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scriptOnNewDataBlock();
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return true;
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}
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void Item::onRemove()
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{
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mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
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mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
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scriptOnRemove();
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removeFromScene();
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Parent::onRemove();
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}
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void Item::onDeleteNotify(SimObject* obj)
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{
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if (obj == mCollisionObject) {
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mCollisionObject = 0;
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mCollisionTimeout = 0;
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}
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}
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// Lighting: -----------------------------------------------------------------
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void Item::registerLights(LightManager * lightManager, bool lightingScene)
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{
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if(lightingScene)
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return;
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if(mDataBlock->lightOnlyStatic && !mStatic)
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return;
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F32 intensity;
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switch(mDataBlock->lightType)
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{
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case ConstantLight:
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intensity = mFadeVal;
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break;
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case PulsingLight:
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{
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F32 delta = Sim::getCurrentTime() - mDropTime;
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intensity = 0.5f + 0.5f * mSin(M_PI * delta / F32(mDataBlock->lightTime));
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intensity = 0.15f + intensity * 0.85f;
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intensity *= mFadeVal; // fade out light on flags
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break;
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}
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default:
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return;
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}
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mLight.mColor = mDataBlock->lightColor * intensity;
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mLight.mColor.clamp();
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mLight.mType = LightInfo::Point;
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mLight.mRadius = mDataBlock->lightRadius;
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mLight.mPos = getBoxCenter();
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lightManager->addLight(&mLight);
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}
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//----------------------------------------------------------------------------
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Point3F Item::getVelocity() const
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{
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return mVelocity;
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}
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void Item::setVelocity(const VectorF& vel)
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{
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mVelocity = vel;
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setMaskBits(PositionMask);
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mAtRest = false;
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mAtRestCounter = 0;
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}
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void Item::applyImpulse(const Point3F&,const VectorF& vec)
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{
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// Items ignore angular velocity
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VectorF vel;
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vel.x = vec.x / mDataBlock->mass;
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vel.y = vec.y / mDataBlock->mass;
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vel.z = vec.z / mDataBlock->mass;
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setVelocity(vel);
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}
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void Item::setCollisionTimeout(ShapeBase* obj)
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{
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if (mCollisionObject)
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clearNotify(mCollisionObject);
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deleteNotify(obj);
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mCollisionObject = obj;
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mCollisionTimeout = sCollisionTimeout;
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setMaskBits(ThrowSrcMask);
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}
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//----------------------------------------------------------------------------
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void Item::processTick(const Move* move)
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{
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Parent::processTick(move);
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//
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if (mCollisionObject && !--mCollisionTimeout)
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mCollisionObject = 0;
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// Warp to catch up to server
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if (delta.warpTicks > 0)
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{
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delta.warpTicks--;
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// Set new pos.
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MatrixF mat = mObjToWorld;
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mat.getColumn(3,&delta.pos);
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delta.pos += delta.warpOffset;
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mat.setColumn(3,delta.pos);
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Parent::setTransform(mat);
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// Backstepping
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delta.posVec.x = -delta.warpOffset.x;
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delta.posVec.y = -delta.warpOffset.y;
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delta.posVec.z = -delta.warpOffset.z;
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}
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else
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{
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if (isServerObject() && mAtRest && (mStatic == false && mDataBlock->sticky == false))
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{
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if (++mAtRestCounter > csmAtRestTimer)
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{
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mAtRest = false;
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mAtRestCounter = 0;
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setMaskBits(PositionMask);
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}
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}
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if (!mStatic && !mAtRest && isHidden() == false)
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{
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updateVelocity(TickSec);
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updateWorkingCollisionSet(isGhost() ? sClientCollisionMask : sServerCollisionMask, TickSec);
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updatePos(isGhost() ? sClientCollisionMask : sServerCollisionMask, TickSec);
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}
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else
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{
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// Need to clear out last updatePos or warp interpolation
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delta.posVec.set(0,0,0);
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}
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}
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}
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void Item::interpolateTick(F32 dt)
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{
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// Client side interpolation
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Parent::interpolateTick(dt);
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Point3F pos = delta.pos + delta.posVec * dt;
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MatrixF mat = mObjToWorld;
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mat.setColumn(3,pos);
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Parent::setRenderTransform(mat);
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delta.dt = dt;
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}
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//----------------------------------------------------------------------------
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void Item::setTransform(const MatrixF& mat)
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{
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Point3F pos;
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mat.getColumn(3,&pos);
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MatrixF tmat;
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if (!mRotate)
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{
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// Forces all rotation to be around the z axis
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VectorF vec;
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mat.getColumn(1,&vec);
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tmat.set(EulerF(0,0,-mAtan(-vec.x,vec.y)));
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}
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else
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tmat.identity();
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tmat.setColumn(3,pos);
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Parent::setTransform(tmat);
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if (!mStatic)
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{
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mAtRest = false;
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mAtRestCounter = 0;
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}
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setMaskBits(RotationMask | PositionMask | NoWarpMask);
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}
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//----------------------------------------------------------------------------
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void Item::updateWorkingCollisionSet(const U32 mask, const F32 dt)
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{
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// It is assumed that we will never accelerate more than 10 m/s for gravity...
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//
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Point3F scaledVelocity = mVelocity * dt;
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F32 len = scaledVelocity.len();
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F32 newLen = len + (10 * dt);
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// Check to see if it is actually necessary to construct the new working list,
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// or if we can use the cached version from the last query. We use the x
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// component of the min member of the mWorkingQueryBox, which is lame, but
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// it works ok.
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bool updateSet = false;
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Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
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F32 l = (newLen * 1.1) + 0.1; // from Convex::updateWorkingList
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convexBox.min -= Point3F(l, l, l);
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convexBox.max += Point3F(l, l, l);
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// Check containment
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{
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if (mWorkingQueryBox.min.x != -1e9)
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{
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if (mWorkingQueryBox.isContained(convexBox) == false)
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{
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// Needed region is outside the cached region. Update it.
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updateSet = true;
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}
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else
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{
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// We can leave it alone, we're still inside the cached region
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}
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}
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else
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{
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// Must update
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updateSet = true;
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}
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}
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// Actually perform the query, if necessary
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if (updateSet == true)
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{
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mWorkingQueryBox = convexBox;
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mWorkingQueryBox.min -= Point3F(2 * l, 2 * l, 2 * l);
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mWorkingQueryBox.max += Point3F(2 * l, 2 * l, 2 * l);
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disableCollision();
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if (mCollisionObject)
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mCollisionObject->disableCollision();
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mConvex.updateWorkingList(mWorkingQueryBox, mask);
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if (mCollisionObject)
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mCollisionObject->enableCollision();
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enableCollision();
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}
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}
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void Item::updateVelocity(const F32 dt)
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{
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// Acceleration due to gravity
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mVelocity.z += (mGravity * mDataBlock->gravityMod) * dt;
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F32 len;
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if (mDataBlock->maxVelocity > 0 && (len = mVelocity.len()) > (mDataBlock->maxVelocity * 1.05))
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{
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Point3F excess = mVelocity * (1.0 - (mDataBlock->maxVelocity / len ));
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excess *= 0.1;
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mVelocity -= excess;
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}
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// Container buoyancy & drag
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mVelocity.z -= mBuoyancy * (mGravity * mDataBlock->gravityMod * mGravityMod) * dt;
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mVelocity -= mVelocity * mDrag * dt;
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}
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void Item::updatePos(const U32 /*mask*/, const F32 dt)
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{
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// Try and move
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Point3F pos;
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mObjToWorld.getColumn(3,&pos);
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delta.posVec = pos;
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bool contact = false;
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bool nonStatic = false;
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bool stickyNotify = false;
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CollisionList collisionList;
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F32 time = dt;
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static Polyhedron sBoxPolyhedron;
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static ExtrudedPolyList sExtrudedPolyList;
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static EarlyOutPolyList sEarlyOutPolyList;
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MatrixF collisionMatrix(true);
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Point3F end = pos + mVelocity * time;
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U32 mask = isServerObject() ? sServerCollisionMask : sClientCollisionMask;
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// Part of our speed problem here is that we don't track contact surfaces, like we do
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// with the player. In order to handle the most common and performance impacting
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// instance of this problem, we'll use a ray cast to detect any contact surfaces below
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// us. This won't be perfect, but it only needs to catch a few of these to make a
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// big difference. We'll cast from the top center of the bounding box at the tick's
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// beginning to the bottom center of the box at the end.
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Point3F startCast((mObjBox.min.x + mObjBox.max.x) * 0.5,
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(mObjBox.min.y + mObjBox.max.y) * 0.5,
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mObjBox.max.z);
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Point3F endCast((mObjBox.min.x + mObjBox.max.x) * 0.5,
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(mObjBox.min.y + mObjBox.max.y) * 0.5,
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mObjBox.min.z);
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collisionMatrix.setColumn(3, pos);
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collisionMatrix.mulP(startCast);
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collisionMatrix.setColumn(3, end);
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collisionMatrix.mulP(endCast);
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RayInfo rinfo;
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bool doToughCollision = true;
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if (mCollisionObject)
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mCollisionObject->disableCollision();
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if (getContainer()->castRay(startCast, endCast, mask, &rinfo))
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{
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F32 bd = -mDot(mVelocity, rinfo.normal);
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if (bd >= 0.0)
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{
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// Contact!
|
|
if (mDataBlock->sticky && rinfo.object->getType() & (InteriorObjectType|TerrainObjectType))
|
|
{
|
|
mVelocity.set(0, 0, 0);
|
|
mAtRest = true;
|
|
mAtRestCounter = 0;
|
|
stickyNotify = true;
|
|
mStickyCollisionPos = rinfo.point;
|
|
mStickyCollisionNormal = rinfo.normal;
|
|
doToughCollision = false;;
|
|
}
|
|
else
|
|
{
|
|
// Subtract out velocity into surface and friction
|
|
VectorF fv = mVelocity + rinfo.normal * bd;
|
|
F32 fvl = fv.len();
|
|
if (fvl)
|
|
{
|
|
F32 ff = bd * mDataBlock->friction;
|
|
if (ff < fvl)
|
|
{
|
|
fv *= ff / fvl;
|
|
fvl = ff;
|
|
}
|
|
}
|
|
bd *= 1 + mDataBlock->elasticity;
|
|
VectorF dv = rinfo.normal * (bd + 0.002);
|
|
mVelocity += dv;
|
|
mVelocity -= fv;
|
|
|
|
// Keep track of what we hit
|
|
contact = true;
|
|
U32 typeMask = rinfo.object->getTypeMask();
|
|
if (!(typeMask & StaticObjectType))
|
|
nonStatic = true;
|
|
if (isServerObject() && (typeMask & ShapeBaseObjectType))
|
|
{
|
|
ShapeBase* col = static_cast<ShapeBase*>(rinfo.object);
|
|
queueCollision(col,mVelocity - col->getVelocity());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (mCollisionObject)
|
|
mCollisionObject->enableCollision();
|
|
|
|
if (doToughCollision)
|
|
{
|
|
U32 count;
|
|
for (count = 0; count < 3; count++)
|
|
{
|
|
// Build list from convex states here...
|
|
end = pos + mVelocity * time;
|
|
|
|
collisionMatrix.setColumn(3, end);
|
|
Box3F wBox = getObjBox();
|
|
collisionMatrix.mul(wBox);
|
|
Box3F testBox = wBox;
|
|
Point3F oldMin = testBox.min;
|
|
Point3F oldMax = testBox.max;
|
|
testBox.min.setMin(oldMin + (mVelocity * time));
|
|
testBox.max.setMin(oldMax + (mVelocity * time));
|
|
|
|
sEarlyOutPolyList.clear();
|
|
sEarlyOutPolyList.mNormal.set(0,0,0);
|
|
sEarlyOutPolyList.mPlaneList.setSize(6);
|
|
sEarlyOutPolyList.mPlaneList[0].set(wBox.min,VectorF(-1,0,0));
|
|
sEarlyOutPolyList.mPlaneList[1].set(wBox.max,VectorF(0,1,0));
|
|
sEarlyOutPolyList.mPlaneList[2].set(wBox.max,VectorF(1,0,0));
|
|
sEarlyOutPolyList.mPlaneList[3].set(wBox.min,VectorF(0,-1,0));
|
|
sEarlyOutPolyList.mPlaneList[4].set(wBox.min,VectorF(0,0,-1));
|
|
sEarlyOutPolyList.mPlaneList[5].set(wBox.max,VectorF(0,0,1));
|
|
|
|
CollisionWorkingList& eorList = mConvex.getWorkingList();
|
|
CollisionWorkingList* eopList = eorList.wLink.mNext;
|
|
while (eopList != &eorList)
|
|
{
|
|
if ((eopList->mConvex->getObject()->getType() & mask) != 0)
|
|
{
|
|
Box3F convexBox = eopList->mConvex->getBoundingBox();
|
|
if (testBox.isOverlapped(convexBox))
|
|
{
|
|
eopList->mConvex->getPolyList(&sEarlyOutPolyList);
|
|
if (sEarlyOutPolyList.isEmpty() == false)
|
|
break;
|
|
}
|
|
}
|
|
eopList = eopList->wLink.mNext;
|
|
}
|
|
|
|
if (sEarlyOutPolyList.isEmpty())
|
|
{
|
|
pos = end;
|
|
break;
|
|
}
|
|
|
|
collisionMatrix.setColumn(3, pos);
|
|
sBoxPolyhedron.buildBox(collisionMatrix, mObjBox);
|
|
|
|
// Build extruded polyList...
|
|
VectorF vector = end - pos;
|
|
sExtrudedPolyList.extrude(sBoxPolyhedron, vector);
|
|
sExtrudedPolyList.setVelocity(mVelocity);
|
|
sExtrudedPolyList.setCollisionList(&collisionList);
|
|
|
|
CollisionWorkingList& rList = mConvex.getWorkingList();
|
|
CollisionWorkingList* pList = rList.wLink.mNext;
|
|
while (pList != &rList)
|
|
{
|
|
if ((pList->mConvex->getObject()->getType() & mask) != 0)
|
|
{
|
|
Box3F convexBox = pList->mConvex->getBoundingBox();
|
|
if (testBox.isOverlapped(convexBox))
|
|
{
|
|
pList->mConvex->getPolyList(&sExtrudedPolyList);
|
|
}
|
|
}
|
|
pList = pList->wLink.mNext;
|
|
}
|
|
|
|
if (collisionList.t < 1.0)
|
|
{
|
|
// Set to collision point
|
|
F32 dt = time * collisionList.t;
|
|
pos += mVelocity * dt;
|
|
time -= dt;
|
|
|
|
// Pick the most resistant surface
|
|
F32 bd = 0;
|
|
Collision* collision = 0;
|
|
for (int c = 0; c < collisionList.count; c++)
|
|
{
|
|
Collision &cp = collisionList.collision[c];
|
|
F32 dot = -mDot(mVelocity,cp.normal);
|
|
if (dot > bd)
|
|
{
|
|
bd = dot;
|
|
collision = &cp;
|
|
}
|
|
}
|
|
|
|
if (collision && mDataBlock->sticky &&
|
|
collision->object->getType() & (InteriorObjectType|TerrainObjectType))
|
|
{
|
|
mVelocity.set(0, 0, 0);
|
|
mAtRest = true;
|
|
mAtRestCounter = 0;
|
|
stickyNotify = true;
|
|
mStickyCollisionPos = collision->point;
|
|
mStickyCollisionNormal = collision->normal;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Subtract out velocity into surface and friction
|
|
if (collision)
|
|
{
|
|
VectorF fv = mVelocity + collision->normal * bd;
|
|
F32 fvl = fv.len();
|
|
if (fvl)
|
|
{
|
|
F32 ff = bd * mDataBlock->friction;
|
|
if (ff < fvl)
|
|
{
|
|
fv *= ff / fvl;
|
|
fvl = ff;
|
|
}
|
|
}
|
|
bd *= 1 + mDataBlock->elasticity;
|
|
VectorF dv = collision->normal * (bd + 0.002);
|
|
mVelocity += dv;
|
|
mVelocity -= fv;
|
|
|
|
// Keep track of what we hit
|
|
contact = true;
|
|
U32 typeMask = collision->object->getTypeMask();
|
|
if (!(typeMask & StaticObjectType))
|
|
nonStatic = true;
|
|
if (isServerObject() && (typeMask & ShapeBaseObjectType))
|
|
{
|
|
ShapeBase* col = static_cast<ShapeBase*>(collision->object);
|
|
queueCollision(col,mVelocity - col->getVelocity());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pos = end;
|
|
break;
|
|
}
|
|
}
|
|
if (count == 3)
|
|
{
|
|
// Couldn't move...
|
|
mVelocity.set(0, 0, 0);
|
|
}
|
|
}
|
|
|
|
// If on the client, calculate delta for backstepping
|
|
if (isGhost())
|
|
{
|
|
delta.pos = pos;
|
|
delta.posVec -= pos;
|
|
delta.dt = 1;
|
|
}
|
|
|
|
// Update transform
|
|
MatrixF mat = mObjToWorld;
|
|
mat.setColumn(3,pos);
|
|
Parent::setTransform(mat);
|
|
enableCollision();
|
|
if (mCollisionObject)
|
|
mCollisionObject->enableCollision();
|
|
updateContainer();
|
|
|
|
//
|
|
if (contact)
|
|
{
|
|
// Check for rest condition
|
|
if (!nonStatic && mVelocity.len() < sAtRestVelocity)
|
|
{
|
|
mVelocity.x = mVelocity.y = mVelocity.z = 0;
|
|
mAtRest = true;
|
|
mAtRestCounter = 0;
|
|
}
|
|
|
|
// Only update the client if we hit a non-static shape or
|
|
// if this is our final rest pos.
|
|
if (nonStatic || mAtRest)
|
|
setMaskBits(PositionMask);
|
|
}
|
|
|
|
// Collision callbacks. These need to be processed whether we hit
|
|
// anything or not.
|
|
if (!isGhost())
|
|
{
|
|
SimObjectPtr<Item> safePtr(this);
|
|
if (stickyNotify)
|
|
{
|
|
notifyCollision();
|
|
if(bool(safePtr))
|
|
Con::executef(mDataBlock, 2, "onStickyCollision", scriptThis());
|
|
}
|
|
else
|
|
notifyCollision();
|
|
|
|
// water
|
|
if(bool(safePtr))
|
|
{
|
|
if(!mInLiquid && mWaterCoverage != 0.0f)
|
|
{
|
|
Con::executef(mDataBlock,4,"onEnterLiquid",scriptThis(), Con::getFloatArg(mWaterCoverage), Con::getIntArg(mLiquidType));
|
|
mInLiquid = true;
|
|
}
|
|
else if(mInLiquid && mWaterCoverage == 0.0f)
|
|
{
|
|
Con::executef(mDataBlock,3,"onLeaveLiquid",scriptThis(), Con::getIntArg(mLiquidType));
|
|
mInLiquid = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
static MatrixF IMat(1);
|
|
|
|
bool Item::buildPolyList(AbstractPolyList* polyList, const Box3F&, const SphereF&)
|
|
{
|
|
// Collision with the item is always against the item's object
|
|
// space bounding box axis aligned in world space.
|
|
Point3F pos;
|
|
mObjToWorld.getColumn(3,&pos);
|
|
IMat.setColumn(3,pos);
|
|
polyList->setTransform(&IMat, mObjScale);
|
|
polyList->setObject(this);
|
|
polyList->addBox(mObjBox);
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
U32 Item::packUpdate(NetConnection *connection, U32 mask, BitStream *stream)
|
|
{
|
|
U32 retMask = Parent::packUpdate(connection,mask,stream);
|
|
|
|
if (stream->writeFlag(mask & InitialUpdateMask))
|
|
{
|
|
stream->writeFlag(mRotate);
|
|
stream->writeFlag(mStatic);
|
|
stream->writeFlag(mCollidable);
|
|
if (stream->writeFlag(getScale() != Point3F(1, 1, 1)))
|
|
mathWrite(*stream, getScale());
|
|
}
|
|
|
|
if (mask & ThrowSrcMask && mCollisionObject)
|
|
{
|
|
S32 gIndex = connection->getGhostIndex(mCollisionObject);
|
|
if (stream->writeFlag(gIndex != -1))
|
|
stream->writeInt(gIndex,NetConnection::GhostIdBitSize);
|
|
}
|
|
else
|
|
stream->writeFlag(false);
|
|
|
|
if (stream->writeFlag(mask & RotationMask && !mRotate))
|
|
{
|
|
// Assumes rotation is about the Z axis
|
|
AngAxisF aa(mObjToWorld);
|
|
stream->writeFlag(aa.axis.z < 0);
|
|
stream->write(aa.angle);
|
|
}
|
|
|
|
if (stream->writeFlag(mask & PositionMask))
|
|
{
|
|
Point3F pos;
|
|
mObjToWorld.getColumn(3,&pos);
|
|
mathWrite(*stream, pos);
|
|
if (!stream->writeFlag(mAtRest))
|
|
mathWrite(*stream, mVelocity);
|
|
|
|
stream->writeFlag(!(mask & NoWarpMask));
|
|
}
|
|
|
|
return retMask;
|
|
}
|
|
|
|
void Item::unpackUpdate(NetConnection *connection, BitStream *stream)
|
|
{
|
|
Parent::unpackUpdate(connection,stream);
|
|
|
|
if (stream->readFlag())
|
|
{
|
|
mRotate = stream->readFlag();
|
|
mStatic = stream->readFlag();
|
|
mCollidable = stream->readFlag();
|
|
if (stream->readFlag())
|
|
mathRead(*stream, &mObjScale);
|
|
else
|
|
mObjScale.set(1, 1, 1);
|
|
}
|
|
|
|
if (stream->readFlag())
|
|
{
|
|
S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
|
|
setCollisionTimeout(static_cast<ShapeBase*>(connection->resolveGhost(gIndex)));
|
|
}
|
|
|
|
MatrixF mat = mObjToWorld;
|
|
if (stream->readFlag())
|
|
{
|
|
// Assumes rotation is about the Z axis
|
|
AngAxisF aa;
|
|
aa.axis.set(0,0,stream->readFlag()? -1: 1);
|
|
stream->read(&aa.angle);
|
|
aa.setMatrix(&mat);
|
|
|
|
Point3F pos;
|
|
mObjToWorld.getColumn(3,&pos);
|
|
mat.setColumn(3,pos);
|
|
}
|
|
|
|
if (stream->readFlag())
|
|
{
|
|
Point3F pos;
|
|
mathRead(*stream, &pos);
|
|
F32 speed = mVelocity.len();
|
|
if ((mAtRest = stream->readFlag()) == true)
|
|
mVelocity.set(0,0,0);
|
|
else
|
|
mathRead(*stream, &mVelocity);
|
|
|
|
if (stream->readFlag() && isProperlyAdded())
|
|
{
|
|
// Determine number of ticks to warp based on the average
|
|
// of the client and server velocities.
|
|
delta.warpOffset = pos - delta.pos;
|
|
F32 as = (speed + mVelocity.len()) * 0.5 * TickSec;
|
|
F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks;
|
|
delta.warpTicks = (S32)((dt > sMinWarpTicks)? getMax(mFloor(dt + 0.5), 1.0f): 0.0f);
|
|
|
|
if (delta.warpTicks)
|
|
{
|
|
// Setup the warp to start on the next tick, only the
|
|
// object's position is warped.
|
|
if (delta.warpTicks > sMaxWarpTicks)
|
|
delta.warpTicks = sMaxWarpTicks;
|
|
delta.warpOffset /= delta.warpTicks;
|
|
}
|
|
else
|
|
{
|
|
// Going to skip the warp, server and client are real close.
|
|
// Adjust the frame interpolation to move smoothly to the
|
|
// new position within the current tick.
|
|
Point3F cp = delta.pos + delta.posVec * delta.dt;
|
|
VectorF vec = delta.pos - cp;
|
|
F32 vl = vec.len();
|
|
if (vl)
|
|
{
|
|
F32 s = delta.posVec.len() / vl;
|
|
delta.posVec = (cp - pos) * s;
|
|
}
|
|
delta.pos = pos;
|
|
mat.setColumn(3,pos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Set the item to the server position
|
|
delta.warpTicks = 0;
|
|
delta.posVec.set(0,0,0);
|
|
delta.pos = pos;
|
|
delta.dt = 0;
|
|
mat.setColumn(3,pos);
|
|
}
|
|
}
|
|
|
|
Parent::setTransform(mat);
|
|
}
|
|
|
|
ConsoleMethod(Item, isStatic, bool, 2, 2, "()"
|
|
"Is the object static (ie, non-movable)?")
|
|
{
|
|
return object->isStatic();
|
|
}
|
|
|
|
ConsoleMethod(Item, isRotating, bool, 2, 2, "()"
|
|
"Is the object still rotating?")
|
|
{
|
|
return object->isRotating();
|
|
}
|
|
|
|
ConsoleMethod(Item, setCollisionTimeout, bool, 3, 3, "(ShapeBase obj)"
|
|
"Temporarily disable collisions against obj.")
|
|
{
|
|
ShapeBase* source;
|
|
if (Sim::findObject(dAtoi(argv[2]),source))
|
|
{
|
|
object->setCollisionTimeout(source);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
ConsoleMethod( Item, getLastStickyPos, const char *, 2, 2, "()"
|
|
"Get the position on the surface on which the object is stuck.")
|
|
{
|
|
char* ret = Con::getReturnBuffer(256);
|
|
if (object->isServerObject())
|
|
dSprintf(ret, 255, "%g %g %g",
|
|
object->mStickyCollisionPos.x,
|
|
object->mStickyCollisionPos.y,
|
|
object->mStickyCollisionPos.z);
|
|
else
|
|
dStrcpy(ret, "0 0 0");
|
|
|
|
return ret;
|
|
}
|
|
|
|
ConsoleMethod( Item, getLastStickyNormal, const char *, 2, 2, "()"
|
|
"Get the normal of the surface on which the object is stuck.")
|
|
{
|
|
char* ret = Con::getReturnBuffer(256);
|
|
if (object->isServerObject())
|
|
dSprintf(ret, 255, "%g %g %g",
|
|
object->mStickyCollisionNormal.x,
|
|
object->mStickyCollisionNormal.y,
|
|
object->mStickyCollisionNormal.z);
|
|
else
|
|
dStrcpy(ret, "0 0 0");
|
|
|
|
return ret;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
void Item::initPersistFields()
|
|
{
|
|
Parent::initPersistFields();
|
|
|
|
addGroup("Misc");
|
|
addDepricatedField("collideable");
|
|
addField("collidable", TypeBool, Offset(mCollidable, Item));
|
|
addField("static", TypeBool, Offset(mStatic, Item));
|
|
addField("rotate", TypeBool, Offset(mRotate, Item));
|
|
endGroup("Misc");
|
|
}
|
|
|
|
void Item::consoleInit()
|
|
{
|
|
Con::addVariable("Item::minWarpTicks",TypeF32,&sMinWarpTicks);
|
|
Con::addVariable("Item::maxWarpTicks",TypeS32,&sMaxWarpTicks);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool Item::prepRenderImage(SceneState* state,
|
|
const U32 stateKey,
|
|
const U32 startZone,
|
|
const bool modifyBaseState)
|
|
{
|
|
// Items do NOT render if destroyed
|
|
if (getDamageState() == Destroyed)
|
|
return false;
|
|
|
|
return Parent::prepRenderImage(state, stateKey, startZone, modifyBaseState);
|
|
}
|
|
|
|
|
|
void Item::renderImage(SceneState* state, SceneRenderImage* image)
|
|
{
|
|
// Client side rotation
|
|
if (mRotate)
|
|
{
|
|
F32 t = Sim::getCurrentTime() * F32(1)/1000;
|
|
F32 r = (t / sRotationSpeed) * M_2PI;
|
|
Point3F pos;
|
|
mRenderObjToWorld.getColumn(3,&pos);
|
|
MatrixF mat = mRenderObjToWorld;
|
|
mat.set(Point3F(0,0,r));
|
|
mat.setColumn(3,pos);
|
|
Parent::setRenderTransform(mat);
|
|
}
|
|
|
|
Parent::renderImage(state, image);
|
|
|
|
if (mShadow)
|
|
{
|
|
mShadow->setMoving(!mAtRest);
|
|
mShadow->setAnimating(!mAtRest && !mRotate);
|
|
}
|
|
}
|
|
|
|
|
|
void Item::buildConvex(const Box3F& box, Convex* convex)
|
|
{
|
|
if (mShapeInstance == NULL)
|
|
return;
|
|
|
|
// These should really come out of a pool
|
|
mConvexList->collectGarbage();
|
|
|
|
if (box.isOverlapped(getWorldBox()) == false)
|
|
return;
|
|
|
|
// Just return a box convex for the entire shape...
|
|
Convex* cc = 0;
|
|
CollisionWorkingList& wl = convex->getWorkingList();
|
|
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
|
|
{
|
|
if (itr->mConvex->getType() == BoxConvexType &&
|
|
itr->mConvex->getObject() == this)
|
|
{
|
|
cc = itr->mConvex;
|
|
break;
|
|
}
|
|
}
|
|
if (cc)
|
|
return;
|
|
|
|
// Create a new convex.
|
|
BoxConvex* cp = new BoxConvex;
|
|
mConvexList->registerObject(cp);
|
|
convex->addToWorkingList(cp);
|
|
cp->init(this);
|
|
|
|
mObjBox.getCenter(&cp->mCenter);
|
|
cp->mSize.x = mObjBox.len_x() / 2.0f;
|
|
cp->mSize.y = mObjBox.len_y() / 2.0f;
|
|
cp->mSize.z = mObjBox.len_z() / 2.0f;
|
|
}
|
|
|