mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
1576 lines
45 KiB
C++
1576 lines
45 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "../Game_local.h"
|
|
|
|
CLASS_DECLARATION( idPhysics_Base, idPhysics_RigidBody )
|
|
END_CLASS
|
|
|
|
const float STOP_SPEED = 10.0f;
|
|
|
|
|
|
#undef RB_TIMINGS
|
|
|
|
#ifdef RB_TIMINGS
|
|
static int lastTimerReset = 0;
|
|
static int numRigidBodies = 0;
|
|
static idTimer timer_total, timer_collision;
|
|
#endif
|
|
|
|
|
|
/*
|
|
================
|
|
RigidBodyDerivatives
|
|
================
|
|
*/
|
|
void RigidBodyDerivatives( const float t, const void *clientData, const float *state, float *derivatives ) {
|
|
const idPhysics_RigidBody *p = (idPhysics_RigidBody *) clientData;
|
|
rigidBodyIState_t *s = (rigidBodyIState_t *) state;
|
|
// NOTE: this struct should be build conform rigidBodyIState_t
|
|
struct rigidBodyDerivatives_s {
|
|
idVec3 linearVelocity;
|
|
idMat3 angularMatrix;
|
|
idVec3 force;
|
|
idVec3 torque;
|
|
} *d = (struct rigidBodyDerivatives_s *) derivatives;
|
|
idVec3 angularVelocity;
|
|
idMat3 inverseWorldInertiaTensor;
|
|
|
|
inverseWorldInertiaTensor = s->orientation * p->inverseInertiaTensor * s->orientation.Transpose();
|
|
angularVelocity = inverseWorldInertiaTensor * s->angularMomentum;
|
|
// derivatives
|
|
d->linearVelocity = p->inverseMass * s->linearMomentum;
|
|
d->angularMatrix = SkewSymmetric( angularVelocity ) * s->orientation;
|
|
d->force = - p->linearFriction * s->linearMomentum + p->current.externalForce;
|
|
d->torque = - p->angularFriction * s->angularMomentum + p->current.externalTorque;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::Integrate
|
|
|
|
Calculate next state from the current state using an integrator.
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Integrate( float deltaTime, rigidBodyPState_t &next ) {
|
|
idVec3 position;
|
|
|
|
position = current.i.position;
|
|
current.i.position += centerOfMass * current.i.orientation;
|
|
|
|
current.i.orientation.TransposeSelf();
|
|
|
|
integrator->Evaluate( (float *) ¤t.i, (float *) &next.i, 0, deltaTime );
|
|
next.i.orientation.OrthoNormalizeSelf();
|
|
|
|
// apply gravity
|
|
bool shouldGravity = true;
|
|
if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.IsValid())
|
|
{
|
|
if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.GetEntityNum() == self->entityNumber)
|
|
{
|
|
shouldGravity = false;
|
|
}
|
|
}
|
|
|
|
if (shouldGravity)
|
|
{
|
|
next.i.linearMomentum += deltaTime * gravityVector * mass;
|
|
}
|
|
|
|
|
|
|
|
|
|
//BC water code.
|
|
/*
|
|
int testC = gameLocal.clip.Contents( this->GetOrigin(), NULL, mat3_identity, CONTENTS_WATER, NULL );
|
|
if ( testC & CONTENTS_WATER )
|
|
{
|
|
//water gravity.
|
|
next.i.linearMomentum += deltaTime * idVec3(0,0,0) * mass;
|
|
}
|
|
else
|
|
{
|
|
//normal gravity.
|
|
next.i.linearMomentum += deltaTime * gravityVector * mass;
|
|
}
|
|
*/
|
|
|
|
|
|
//BC gravity
|
|
//next.i.linearMomentum += deltaTime * gravityVector * mass;
|
|
|
|
|
|
|
|
current.i.orientation.TransposeSelf();
|
|
next.i.orientation.TransposeSelf();
|
|
|
|
current.i.position = position;
|
|
next.i.position -= centerOfMass * next.i.orientation;
|
|
|
|
next.atRest = current.atRest;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::CollisionImpulse
|
|
|
|
Calculates the collision impulse using the velocity relative to the collision object.
|
|
The current state should be set to the moment of impact.
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::CollisionImpulse( const trace_t &collision, idVec3 &impulse ) {
|
|
idVec3 r, linearVelocity, angularVelocity, velocity;
|
|
idMat3 inverseWorldInertiaTensor;
|
|
float impulseNumerator, impulseDenominator, vel;
|
|
impactInfo_t info;
|
|
idEntity *ent;
|
|
|
|
// get info from other entity involved
|
|
ent = gameLocal.entities[collision.c.entityNum];
|
|
ent->GetImpactInfo( self, collision.c.id, collision.c.point, &info );
|
|
|
|
// collision point relative to the body center of mass
|
|
r = collision.c.point - ( current.i.position + centerOfMass * current.i.orientation );
|
|
// the velocity at the collision point
|
|
linearVelocity = inverseMass * current.i.linearMomentum;
|
|
inverseWorldInertiaTensor = current.i.orientation.Transpose() * inverseInertiaTensor * current.i.orientation;
|
|
angularVelocity = inverseWorldInertiaTensor * current.i.angularMomentum;
|
|
velocity = linearVelocity + angularVelocity.Cross(r);
|
|
// subtract velocity of other entity
|
|
velocity -= info.velocity;
|
|
|
|
// velocity in normal direction
|
|
vel = velocity * collision.c.normal;
|
|
|
|
if ( vel > -STOP_SPEED ) {
|
|
impulseNumerator = STOP_SPEED;
|
|
}
|
|
else {
|
|
impulseNumerator = -( 1.0f + bouncyness ) * vel;
|
|
}
|
|
impulseDenominator = inverseMass + ( ( inverseWorldInertiaTensor * r.Cross( collision.c.normal ) ).Cross( r ) * collision.c.normal );
|
|
if ( info.invMass ) {
|
|
impulseDenominator += info.invMass + ( ( info.invInertiaTensor * info.position.Cross( collision.c.normal ) ).Cross( info.position ) * collision.c.normal );
|
|
}
|
|
impulse = (impulseNumerator / impulseDenominator) * collision.c.normal;
|
|
|
|
// update linear and angular momentum with impulse
|
|
current.i.linearMomentum += impulse;
|
|
current.i.angularMomentum += r.Cross(impulse);
|
|
|
|
// if no movement at all don't blow up
|
|
if ( collision.fraction < 0.0001f ) {
|
|
current.i.linearMomentum *= 0.5f;
|
|
current.i.angularMomentum *= 0.5f;
|
|
}
|
|
|
|
// callback to self to let the entity know about the collision
|
|
return self->Collide( collision, velocity );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::CheckForCollisions
|
|
|
|
Check for collisions between the current and next state.
|
|
If there is a collision the next state is set to the state at the moment of impact.
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::CheckForCollisions( const float deltaTime, rigidBodyPState_t &next, trace_t &collision ) {
|
|
//#define TEST_COLLISION_DETECTION
|
|
idMat3 axis;
|
|
idRotation rotation;
|
|
bool collided = false;
|
|
|
|
#ifdef TEST_COLLISION_DETECTION
|
|
bool startsolid;
|
|
if ( gameLocal.clip.Contents( current.i.position, clipModel, current.i.orientation, clipMask, self ) ) {
|
|
startsolid = true;
|
|
}
|
|
#endif
|
|
|
|
TransposeMultiply( current.i.orientation, next.i.orientation, axis );
|
|
rotation = axis.ToRotation();
|
|
rotation.SetOrigin( current.i.position );
|
|
|
|
// if there was a collision
|
|
if ( gameLocal.clip.Motion( collision, current.i.position, next.i.position, rotation, clipModel, current.i.orientation, clipMask, self ) ) {
|
|
// set the next state to the state at the moment of impact
|
|
next.i.position = collision.endpos;
|
|
next.i.orientation = collision.endAxis;
|
|
next.i.linearMomentum = current.i.linearMomentum;
|
|
next.i.angularMomentum = current.i.angularMomentum;
|
|
collided = true;
|
|
}
|
|
|
|
#ifdef TEST_COLLISION_DETECTION
|
|
if ( gameLocal.clip.Contents( next.i.position, clipModel, next.i.orientation, clipMask, self ) ) {
|
|
if ( !startsolid ) {
|
|
int bah = 1;
|
|
}
|
|
}
|
|
#endif
|
|
return collided;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::ContactFriction
|
|
|
|
Does not solve friction for multiple simultaneous contacts but applies contact friction in isolation.
|
|
Uses absolute velocity at the contact points instead of the velocity relative to the contact object.
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::ContactFriction( float deltaTime ) {
|
|
int i;
|
|
float magnitude, impulseNumerator, impulseDenominator;
|
|
idMat3 inverseWorldInertiaTensor;
|
|
idVec3 linearVelocity, angularVelocity;
|
|
idVec3 massCenter, r, velocity, normal, impulse, normalVelocity;
|
|
|
|
inverseWorldInertiaTensor = current.i.orientation.Transpose() * inverseInertiaTensor * current.i.orientation;
|
|
|
|
massCenter = current.i.position + centerOfMass * current.i.orientation;
|
|
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
|
|
r = contacts[i].point - massCenter;
|
|
|
|
// calculate velocity at contact point
|
|
linearVelocity = inverseMass * current.i.linearMomentum;
|
|
angularVelocity = inverseWorldInertiaTensor * current.i.angularMomentum;
|
|
velocity = linearVelocity + angularVelocity.Cross(r);
|
|
|
|
// velocity along normal vector
|
|
normalVelocity = ( velocity * contacts[i].normal ) * contacts[i].normal;
|
|
|
|
// calculate friction impulse
|
|
normal = -( velocity - normalVelocity );
|
|
magnitude = normal.Normalize();
|
|
impulseNumerator = contactFriction * magnitude;
|
|
impulseDenominator = inverseMass + ( ( inverseWorldInertiaTensor * r.Cross( normal ) ).Cross( r ) * normal );
|
|
impulse = (impulseNumerator / impulseDenominator) * normal;
|
|
|
|
// apply friction impulse
|
|
current.i.linearMomentum += impulse;
|
|
current.i.angularMomentum += r.Cross(impulse);
|
|
|
|
// if moving towards the surface at the contact point
|
|
if ( normalVelocity * contacts[i].normal < 0.0f ) {
|
|
// calculate impulse
|
|
normal = -normalVelocity;
|
|
impulseNumerator = normal.Normalize();
|
|
impulseDenominator = inverseMass + ( ( inverseWorldInertiaTensor * r.Cross( normal ) ).Cross( r ) * normal );
|
|
impulse = (impulseNumerator / impulseDenominator) * normal;
|
|
|
|
// apply impulse
|
|
current.i.linearMomentum += impulse;
|
|
current.i.angularMomentum += r.Cross( impulse );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::TestIfAtRest
|
|
|
|
Returns true if the body is considered at rest.
|
|
Does not catch all cases where the body is at rest but is generally good enough.
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::TestIfAtRest( void ) const {
|
|
int i;
|
|
float gv;
|
|
idVec3 v, av, normal, point;
|
|
idMat3 inverseWorldInertiaTensor;
|
|
idFixedWinding contactWinding;
|
|
|
|
if ( current.atRest >= 0 ) {
|
|
return true;
|
|
}
|
|
|
|
// need at least 3 contact points to come to rest
|
|
if ( contacts.Num() < 3 ) {
|
|
return false;
|
|
}
|
|
|
|
// get average contact plane normal
|
|
normal.Zero();
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
normal += contacts[i].normal;
|
|
}
|
|
normal /= (float) contacts.Num();
|
|
normal.Normalize();
|
|
|
|
// if on a too steep surface
|
|
if ( (normal * gravityNormal) > -0.7f ) {
|
|
return false;
|
|
}
|
|
|
|
// create bounds for contact points
|
|
contactWinding.Clear();
|
|
for ( i = 0; i < contacts.Num(); i++ ) {
|
|
// project point onto plane through origin orthogonal to the gravity
|
|
point = contacts[i].point - (contacts[i].point * gravityNormal) * gravityNormal;
|
|
contactWinding.AddToConvexHull( point, gravityNormal );
|
|
}
|
|
|
|
// need at least 3 contact points to come to rest
|
|
if ( contactWinding.GetNumPoints() < 3 ) {
|
|
return false;
|
|
}
|
|
|
|
// center of mass in world space
|
|
point = current.i.position + centerOfMass * current.i.orientation;
|
|
point -= (point * gravityNormal) * gravityNormal;
|
|
|
|
// if the point is not inside the winding
|
|
if ( !contactWinding.PointInside( gravityNormal, point, 0 ) ) {
|
|
return false;
|
|
}
|
|
|
|
// linear velocity of body
|
|
v = inverseMass * current.i.linearMomentum;
|
|
// linear velocity in gravity direction
|
|
gv = v * gravityNormal;
|
|
// linear velocity orthogonal to gravity direction
|
|
v -= gv * gravityNormal;
|
|
|
|
// if too much velocity orthogonal to gravity direction
|
|
if ( v.Length() > STOP_SPEED ) {
|
|
return false;
|
|
}
|
|
// if too much velocity in gravity direction
|
|
if ( gv > 2.0f * STOP_SPEED || gv < -2.0f * STOP_SPEED ) {
|
|
return false;
|
|
}
|
|
|
|
// calculate rotational velocity
|
|
inverseWorldInertiaTensor = current.i.orientation * inverseInertiaTensor * current.i.orientation.Transpose();
|
|
av = inverseWorldInertiaTensor * current.i.angularMomentum;
|
|
|
|
// if too much rotational velocity
|
|
if ( av.LengthSqr() > STOP_SPEED ) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::DropToFloorAndRest
|
|
|
|
Drops the object straight down to the floor and verifies if the object is at rest on the floor.
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::DropToFloorAndRest( void ) {
|
|
idVec3 down;
|
|
trace_t tr;
|
|
|
|
if ( testSolid ) {
|
|
|
|
testSolid = false;
|
|
|
|
if ( gameLocal.clip.Contents( current.i.position, clipModel, current.i.orientation, clipMask, self ) ) {
|
|
gameLocal.DWarning( "rigid body in solid for entity '%s' type '%s' at (%s)",
|
|
self->name.c_str(), self->GetType()->classname, current.i.position.ToString(0) );
|
|
Rest();
|
|
dropToFloor = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// put the body on the floor
|
|
down = current.i.position + gravityNormal * 128.0f;
|
|
gameLocal.clip.Translation( tr, current.i.position, down, clipModel, current.i.orientation, clipMask, self );
|
|
current.i.position = tr.endpos;
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), tr.endpos, current.i.orientation );
|
|
|
|
// if on the floor already
|
|
if ( tr.fraction == 0.0f ) {
|
|
// test if we are really at rest
|
|
EvaluateContacts();
|
|
if ( !TestIfAtRest() ) {
|
|
gameLocal.DWarning( "rigid body not at rest for entity '%s' type '%s' at (%s)",
|
|
self->name.c_str(), self->GetType()->classname, current.i.position.ToString(0) );
|
|
}
|
|
Rest();
|
|
dropToFloor = false;
|
|
} else if ( IsOutsideWorld() ) {
|
|
gameLocal.Warning( "rigid body outside world bounds for entity '%s' type '%s' at (%s)",
|
|
self->name.c_str(), self->GetType()->classname, current.i.position.ToString(0) );
|
|
Rest();
|
|
dropToFloor = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::DebugDraw
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::DebugDraw( void ) {
|
|
|
|
if ( rb_showBodies.GetBool() || ( rb_showActive.GetBool() && current.atRest < 0 ) ) {
|
|
collisionModelManager->DrawModel( clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis(), vec3_origin, 0.0f, idVec4(0,1,0,1) );
|
|
}
|
|
|
|
if ( rb_showMass.GetBool() ) {
|
|
gameRenderWorld->DrawText( va( "\n%1.2f", mass ), current.i.position, 0.08f, colorCyan, gameLocal.GetLocalPlayer()->viewAngles.ToMat3(), 1 );
|
|
}
|
|
|
|
if ( rb_showInertia.GetBool() ) {
|
|
idMat3 &I = inertiaTensor;
|
|
gameRenderWorld->DrawText( va( "\n\n\n( %.1f %.1f %.1f )\n( %.1f %.1f %.1f )\n( %.1f %.1f %.1f )",
|
|
I[0].x, I[0].y, I[0].z,
|
|
I[1].x, I[1].y, I[1].z,
|
|
I[2].x, I[2].y, I[2].z ),
|
|
current.i.position, 0.05f, colorCyan, gameLocal.GetLocalPlayer()->viewAngles.ToMat3(), 1 );
|
|
}
|
|
|
|
if ( rb_showVelocity.GetBool() ) {
|
|
DrawVelocity( clipModel->GetId(), 0.1f, 4.0f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::idPhysics_RigidBody
|
|
================
|
|
*/
|
|
idPhysics_RigidBody::idPhysics_RigidBody( void ) {
|
|
|
|
// set default rigid body properties
|
|
SetClipMask( MASK_SOLID );
|
|
SetBouncyness( 0.6f );
|
|
SetFriction( 0.6f, 0.6f, 0.0f );
|
|
clipModel = NULL;
|
|
|
|
memset( ¤t, 0, sizeof( current ) );
|
|
|
|
current.atRest = -1;
|
|
current.lastTimeStep = USERCMD_MSEC;
|
|
|
|
current.i.position.Zero();
|
|
current.i.orientation.Identity();
|
|
|
|
current.i.linearMomentum.Zero();
|
|
current.i.angularMomentum.Zero();
|
|
|
|
saved = current;
|
|
|
|
mass = 1.0f;
|
|
inverseMass = 1.0f;
|
|
centerOfMass.Zero();
|
|
inertiaTensor.Identity();
|
|
inverseInertiaTensor.Identity();
|
|
|
|
// use the least expensive euler integrator
|
|
integrator = new idODE_Euler( sizeof(rigidBodyIState_t) / sizeof(float), RigidBodyDerivatives, this );
|
|
|
|
dropToFloor = false;
|
|
noImpact = false;
|
|
noContact = false;
|
|
|
|
hasMaster = false;
|
|
isOrientated = false;
|
|
|
|
#ifdef RB_TIMINGS
|
|
lastTimerReset = 0;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::~idPhysics_RigidBody
|
|
================
|
|
*/
|
|
idPhysics_RigidBody::~idPhysics_RigidBody( void ) {
|
|
if ( clipModel ) {
|
|
delete clipModel;
|
|
clipModel = NULL;
|
|
}
|
|
delete integrator;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody_SavePState
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody_SavePState( idSaveGame *savefile, const rigidBodyPState_t &state ) {
|
|
savefile->WriteInt( state.atRest );
|
|
savefile->WriteFloat( state.lastTimeStep );
|
|
savefile->WriteVec3( state.localOrigin );
|
|
savefile->WriteMat3( state.localAxis );
|
|
savefile->WriteVec6( state.pushVelocity );
|
|
savefile->WriteVec3( state.externalForce );
|
|
savefile->WriteVec3( state.externalTorque );
|
|
|
|
savefile->WriteVec3( state.i.position );
|
|
savefile->WriteMat3( state.i.orientation );
|
|
savefile->WriteVec3( state.i.linearMomentum );
|
|
savefile->WriteVec3( state.i.angularMomentum );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody_RestorePState
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody_RestorePState( idRestoreGame *savefile, rigidBodyPState_t &state ) {
|
|
savefile->ReadInt( state.atRest );
|
|
savefile->ReadFloat( state.lastTimeStep );
|
|
savefile->ReadVec3( state.localOrigin );
|
|
savefile->ReadMat3( state.localAxis );
|
|
savefile->ReadVec6( state.pushVelocity );
|
|
savefile->ReadVec3( state.externalForce );
|
|
savefile->ReadVec3( state.externalTorque );
|
|
|
|
savefile->ReadVec3( state.i.position );
|
|
savefile->ReadMat3( state.i.orientation );
|
|
savefile->ReadVec3( state.i.linearMomentum );
|
|
savefile->ReadVec3( state.i.angularMomentum );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::Save
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Save( idSaveGame *savefile ) const {
|
|
|
|
idPhysics_RigidBody_SavePState( savefile, current );
|
|
idPhysics_RigidBody_SavePState( savefile, saved );
|
|
|
|
savefile->WriteFloat( linearFriction );
|
|
savefile->WriteFloat( angularFriction );
|
|
savefile->WriteFloat( contactFriction );
|
|
savefile->WriteFloat( bouncyness );
|
|
savefile->WriteClipModel( clipModel );
|
|
|
|
savefile->WriteFloat( mass );
|
|
savefile->WriteFloat( inverseMass );
|
|
savefile->WriteVec3( centerOfMass );
|
|
savefile->WriteMat3( inertiaTensor );
|
|
savefile->WriteMat3( inverseInertiaTensor );
|
|
|
|
savefile->WriteBool( dropToFloor );
|
|
savefile->WriteBool( testSolid );
|
|
savefile->WriteBool( noImpact );
|
|
savefile->WriteBool( noContact );
|
|
|
|
savefile->WriteBool( hasMaster );
|
|
savefile->WriteBool( isOrientated );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::Restore
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Restore( idRestoreGame *savefile ) {
|
|
|
|
idPhysics_RigidBody_RestorePState( savefile, current );
|
|
idPhysics_RigidBody_RestorePState( savefile, saved );
|
|
|
|
savefile->ReadFloat( linearFriction );
|
|
savefile->ReadFloat( angularFriction );
|
|
savefile->ReadFloat( contactFriction );
|
|
savefile->ReadFloat( bouncyness );
|
|
savefile->ReadClipModel( clipModel );
|
|
|
|
savefile->ReadFloat( mass );
|
|
savefile->ReadFloat( inverseMass );
|
|
savefile->ReadVec3( centerOfMass );
|
|
savefile->ReadMat3( inertiaTensor );
|
|
savefile->ReadMat3( inverseInertiaTensor );
|
|
|
|
savefile->ReadBool( dropToFloor );
|
|
savefile->ReadBool( testSolid );
|
|
savefile->ReadBool( noImpact );
|
|
savefile->ReadBool( noContact );
|
|
|
|
savefile->ReadBool( hasMaster );
|
|
savefile->ReadBool( isOrientated );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetClipModel
|
|
================
|
|
*/
|
|
#define MAX_INERTIA_SCALE 10.0f
|
|
|
|
void idPhysics_RigidBody::SetClipModel( idClipModel *model, const float density, int id, bool freeOld ) {
|
|
int minIndex;
|
|
idMat3 inertiaScale;
|
|
|
|
assert( self );
|
|
assert( model ); // we need a clip model
|
|
assert( model->IsTraceModel() ); // and it should be a trace model
|
|
assert( density > 0.0f ); // density should be valid
|
|
|
|
if ( clipModel && clipModel != model && freeOld ) {
|
|
delete clipModel;
|
|
}
|
|
clipModel = model;
|
|
clipModel->Link( gameLocal.clip, self, 0, current.i.position, current.i.orientation );
|
|
|
|
// get mass properties from the trace model
|
|
clipModel->GetMassProperties( density, mass, centerOfMass, inertiaTensor );
|
|
|
|
// check whether or not the clip model has valid mass properties
|
|
if ( mass <= 0.0f || FLOAT_IS_NAN( mass ) ) {
|
|
gameLocal.Warning( "idPhysics_RigidBody::SetClipModel: invalid mass for entity '%s' type '%s'",
|
|
self->name.c_str(), self->GetType()->classname );
|
|
mass = 1.0f;
|
|
centerOfMass.Zero();
|
|
inertiaTensor.Identity();
|
|
}
|
|
|
|
// check whether or not the inertia tensor is balanced
|
|
minIndex = Min3Index( inertiaTensor[0][0], inertiaTensor[1][1], inertiaTensor[2][2] );
|
|
inertiaScale.Identity();
|
|
inertiaScale[0][0] = inertiaTensor[0][0] / inertiaTensor[minIndex][minIndex];
|
|
inertiaScale[1][1] = inertiaTensor[1][1] / inertiaTensor[minIndex][minIndex];
|
|
inertiaScale[2][2] = inertiaTensor[2][2] / inertiaTensor[minIndex][minIndex];
|
|
|
|
if ( inertiaScale[0][0] > MAX_INERTIA_SCALE || inertiaScale[1][1] > MAX_INERTIA_SCALE || inertiaScale[2][2] > MAX_INERTIA_SCALE ) {
|
|
gameLocal.DWarning( "idPhysics_RigidBody::SetClipModel: unbalanced inertia tensor for entity '%s' type '%s'",
|
|
self->name.c_str(), self->GetType()->classname );
|
|
float min = inertiaTensor[minIndex][minIndex] * MAX_INERTIA_SCALE;
|
|
inertiaScale[(minIndex+1)%3][(minIndex+1)%3] = min / inertiaTensor[(minIndex+1)%3][(minIndex+1)%3];
|
|
inertiaScale[(minIndex+2)%3][(minIndex+2)%3] = min / inertiaTensor[(minIndex+2)%3][(minIndex+2)%3];
|
|
inertiaTensor *= inertiaScale;
|
|
}
|
|
|
|
inverseMass = 1.0f / mass;
|
|
inverseInertiaTensor = inertiaTensor.Inverse() * ( 1.0f / 6.0f );
|
|
|
|
current.i.linearMomentum.Zero();
|
|
current.i.angularMomentum.Zero();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetClipModel
|
|
================
|
|
*/
|
|
idClipModel *idPhysics_RigidBody::GetClipModel( int id ) const {
|
|
return clipModel;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetNumClipModels
|
|
================
|
|
*/
|
|
int idPhysics_RigidBody::GetNumClipModels( void ) const {
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetMass
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetMass( float mass, int id ) {
|
|
assert( mass > 0.0f );
|
|
inertiaTensor *= mass / this->mass;
|
|
inverseInertiaTensor = inertiaTensor.Inverse() * (1.0f / 6.0f);
|
|
this->mass = mass;
|
|
inverseMass = 1.0f / mass;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetMass
|
|
================
|
|
*/
|
|
float idPhysics_RigidBody::GetMass( int id ) const {
|
|
return mass;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetFriction
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetFriction( const float linear, const float angular, const float contact ) {
|
|
if ( linear < 0.0f || linear > 1.0f ||
|
|
angular < 0.0f || angular > 1.0f ||
|
|
contact < 0.0f || contact > 1.0f ) {
|
|
return;
|
|
}
|
|
linearFriction = linear;
|
|
angularFriction = angular;
|
|
contactFriction = contact;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetBouncyness
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetBouncyness( const float b ) {
|
|
if ( b < 0.0f || b > 1.0f ) {
|
|
return;
|
|
}
|
|
bouncyness = b;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::Rest
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Rest( void ) {
|
|
current.atRest = gameLocal.time;
|
|
current.i.linearMomentum.Zero();
|
|
current.i.angularMomentum.Zero();
|
|
self->BecomeInactive( TH_PHYSICS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::DropToFloor
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::DropToFloor( void ) {
|
|
dropToFloor = true;
|
|
testSolid = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::NoContact
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::NoContact( void ) {
|
|
noContact = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::Activate
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Activate( void ) {
|
|
current.atRest = -1;
|
|
self->BecomeActive( TH_PHYSICS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::PutToRest
|
|
|
|
put to rest untill something collides with this physics object
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::PutToRest( void ) {
|
|
Rest();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::EnableImpact
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::EnableImpact( void ) {
|
|
noImpact = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::DisableImpact
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::DisableImpact( void ) {
|
|
noImpact = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetContents
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetContents( int contents, int id ) {
|
|
clipModel->SetContents( contents );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetContents
|
|
================
|
|
*/
|
|
int idPhysics_RigidBody::GetContents( int id ) const {
|
|
return clipModel->GetContents();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_RigidBody::GetBounds( int id ) const {
|
|
return clipModel->GetBounds();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetAbsBounds
|
|
================
|
|
*/
|
|
const idBounds &idPhysics_RigidBody::GetAbsBounds( int id ) const {
|
|
return clipModel->GetAbsBounds();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::Evaluate
|
|
|
|
Evaluate the impulse based rigid body physics.
|
|
When a collision occurs an impulse is applied at the moment of impact but
|
|
the remaining time after the collision is ignored.
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::Evaluate( int timeStepMSec, int endTimeMSec ) {
|
|
rigidBodyPState_t next;
|
|
idAngles angles;
|
|
trace_t collision;
|
|
idVec3 impulse;
|
|
idEntity *ent;
|
|
idVec3 oldOrigin, masterOrigin;
|
|
idMat3 oldAxis, masterAxis;
|
|
float timeStep;
|
|
bool collided, cameToRest = false;
|
|
|
|
timeStep = MS2SEC( timeStepMSec );
|
|
current.lastTimeStep = timeStep;
|
|
|
|
if ( hasMaster ) {
|
|
oldOrigin = current.i.position;
|
|
oldAxis = current.i.orientation;
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.i.position = masterOrigin + current.localOrigin * masterAxis;
|
|
if ( isOrientated ) {
|
|
current.i.orientation = current.localAxis * masterAxis;
|
|
}
|
|
else {
|
|
current.i.orientation = current.localAxis;
|
|
}
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
|
|
current.i.linearMomentum = mass * ( ( current.i.position - oldOrigin ) / timeStep );
|
|
current.i.angularMomentum = inertiaTensor * ( ( current.i.orientation * oldAxis.Transpose() ).ToAngularVelocity() / timeStep );
|
|
current.externalForce.Zero();
|
|
current.externalTorque.Zero();
|
|
|
|
return ( current.i.position != oldOrigin || current.i.orientation != oldAxis );
|
|
}
|
|
|
|
// if the body is at rest
|
|
if ( current.atRest >= 0 || timeStep <= 0.0f ) {
|
|
DebugDraw();
|
|
return false;
|
|
}
|
|
|
|
// if putting the body to rest
|
|
if ( dropToFloor ) {
|
|
DropToFloorAndRest();
|
|
current.externalForce.Zero();
|
|
current.externalTorque.Zero();
|
|
return true;
|
|
}
|
|
|
|
#ifdef RB_TIMINGS
|
|
timer_total.Start();
|
|
#endif
|
|
|
|
// move the rigid body velocity into the frame of a pusher
|
|
// current.i.linearMomentum -= current.pushVelocity.SubVec3( 0 ) * mass;
|
|
// current.i.angularMomentum -= current.pushVelocity.SubVec3( 1 ) * inertiaTensor;
|
|
|
|
clipModel->Unlink();
|
|
|
|
next = current;
|
|
|
|
// calculate next position and orientation
|
|
Integrate( timeStep, next );
|
|
|
|
#ifdef RB_TIMINGS
|
|
timer_collision.Start();
|
|
#endif
|
|
|
|
// check for collisions from the current to the next state
|
|
collided = CheckForCollisions( timeStep, next, collision );
|
|
|
|
#ifdef RB_TIMINGS
|
|
timer_collision.Stop();
|
|
#endif
|
|
|
|
// set the new state
|
|
current = next;
|
|
|
|
if ( collided ) {
|
|
// apply collision impulse
|
|
if ( CollisionImpulse( collision, impulse ) ) {
|
|
current.atRest = gameLocal.time;
|
|
}
|
|
}
|
|
|
|
// update the position of the clip model
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
|
|
|
|
DebugDraw();
|
|
|
|
if ( !noContact ) {
|
|
|
|
#ifdef RB_TIMINGS
|
|
timer_collision.Start();
|
|
#endif
|
|
// get contacts
|
|
EvaluateContacts();
|
|
|
|
#ifdef RB_TIMINGS
|
|
timer_collision.Stop();
|
|
#endif
|
|
|
|
// check if the body has come to rest
|
|
if ( TestIfAtRest() ) {
|
|
// put to rest
|
|
Rest();
|
|
cameToRest = true;
|
|
} else {
|
|
// apply contact friction
|
|
ContactFriction( timeStep );
|
|
}
|
|
}
|
|
|
|
if ( current.atRest < 0 ) {
|
|
ActivateContactEntities();
|
|
}
|
|
|
|
if ( collided ) {
|
|
// if the rigid body didn't come to rest or the other entity is not at rest
|
|
ent = gameLocal.entities[collision.c.entityNum];
|
|
if ( ent && ( !cameToRest || !ent->IsAtRest() ) ) {
|
|
// apply impact to other entity
|
|
ent->ApplyImpulse( self, collision.c.id, collision.c.point, -impulse );
|
|
}
|
|
}
|
|
|
|
// move the rigid body velocity back into the world frame
|
|
// current.i.linearMomentum += current.pushVelocity.SubVec3( 0 ) * mass;
|
|
// current.i.angularMomentum += current.pushVelocity.SubVec3( 1 ) * inertiaTensor;
|
|
current.pushVelocity.Zero();
|
|
|
|
current.lastTimeStep = timeStep;
|
|
current.externalForce.Zero();
|
|
current.externalTorque.Zero();
|
|
|
|
if ( IsOutsideWorld() ) {
|
|
gameLocal.Warning( "rigid body moved outside world bounds for entity '%s' type '%s' at (%s)",
|
|
self->name.c_str(), self->GetType()->classname, current.i.position.ToString(0) );
|
|
Rest();
|
|
}
|
|
|
|
#ifdef RB_TIMINGS
|
|
timer_total.Stop();
|
|
|
|
if ( rb_showTimings->integer == 1 ) {
|
|
gameLocal.Printf( "%12s: t %1.4f cd %1.4f\n",
|
|
self->name.c_str(),
|
|
timer_total.Milliseconds(), timer_collision.Milliseconds() );
|
|
lastTimerReset = 0;
|
|
}
|
|
else if ( rb_showTimings->integer == 2 ) {
|
|
numRigidBodies++;
|
|
if ( endTimeMSec > lastTimerReset ) {
|
|
gameLocal.Printf( "rb %d: t %1.4f cd %1.4f\n",
|
|
numRigidBodies,
|
|
timer_total.Milliseconds(), timer_collision.Milliseconds() );
|
|
}
|
|
}
|
|
if ( endTimeMSec > lastTimerReset ) {
|
|
lastTimerReset = endTimeMSec;
|
|
numRigidBodies = 0;
|
|
timer_total.Clear();
|
|
timer_collision.Clear();
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::UpdateTime
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::UpdateTime( int endTimeMSec ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetTime
|
|
================
|
|
*/
|
|
int idPhysics_RigidBody::GetTime( void ) const {
|
|
return gameLocal.time;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetImpactInfo
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const {
|
|
idVec3 linearVelocity, angularVelocity;
|
|
idMat3 inverseWorldInertiaTensor;
|
|
|
|
linearVelocity = inverseMass * current.i.linearMomentum;
|
|
inverseWorldInertiaTensor = current.i.orientation.Transpose() * inverseInertiaTensor * current.i.orientation;
|
|
angularVelocity = inverseWorldInertiaTensor * current.i.angularMomentum;
|
|
|
|
info->invMass = inverseMass;
|
|
info->invInertiaTensor = inverseWorldInertiaTensor;
|
|
info->position = point - ( current.i.position + centerOfMass * current.i.orientation );
|
|
info->velocity = linearVelocity + angularVelocity.Cross( info->position );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::ApplyImpulse
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse ) {
|
|
if ( noImpact ) {
|
|
return;
|
|
}
|
|
current.i.linearMomentum += impulse;
|
|
current.i.angularMomentum += ( point - ( current.i.position + centerOfMass * current.i.orientation ) ).Cross( impulse );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::AddForce
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::AddForce( const int id, const idVec3 &point, const idVec3 &force ) {
|
|
if ( noImpact ) {
|
|
return;
|
|
}
|
|
current.externalForce += force;
|
|
current.externalTorque += ( point - ( current.i.position + centerOfMass * current.i.orientation ) ).Cross( force );
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::IsAtRest
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::IsAtRest( void ) const {
|
|
return current.atRest >= 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetRestStartTime
|
|
================
|
|
*/
|
|
int idPhysics_RigidBody::GetRestStartTime( void ) const {
|
|
return current.atRest;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::IsPushable
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::IsPushable( void ) const {
|
|
return ( !noImpact && !hasMaster );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SaveState
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SaveState( void ) {
|
|
saved = current;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::RestoreState
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::RestoreState( void ) {
|
|
current = saved;
|
|
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
|
|
|
|
EvaluateContacts();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics::SetOrigin
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetOrigin( const idVec3 &newOrigin, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localOrigin = newOrigin;
|
|
if ( hasMaster ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.i.position = masterOrigin + newOrigin * masterAxis;
|
|
}
|
|
else {
|
|
current.i.position = newOrigin;
|
|
}
|
|
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, clipModel->GetAxis() );
|
|
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics::SetAxis
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetAxis( const idMat3 &newAxis, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.localAxis = newAxis;
|
|
if ( hasMaster && isOrientated ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.i.orientation = newAxis * masterAxis;
|
|
}
|
|
else {
|
|
current.i.orientation = newAxis;
|
|
}
|
|
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), clipModel->GetOrigin(), current.i.orientation );
|
|
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics::Move
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Translate( const idVec3 &translation, int id ) {
|
|
|
|
current.localOrigin += translation;
|
|
current.i.position += translation;
|
|
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, clipModel->GetAxis() );
|
|
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics::Rotate
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::Rotate( const idRotation &rotation, int id ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
current.i.orientation *= rotation.ToMat3();
|
|
current.i.position *= rotation;
|
|
|
|
if ( hasMaster ) {
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localAxis *= rotation.ToMat3();
|
|
current.localOrigin = ( current.i.position - masterOrigin ) * masterAxis.Transpose();
|
|
}
|
|
else {
|
|
current.localAxis = current.i.orientation;
|
|
current.localOrigin = current.i.position;
|
|
}
|
|
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
|
|
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetOrigin
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_RigidBody::GetOrigin( int id ) const {
|
|
return current.i.position;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetAxis
|
|
================
|
|
*/
|
|
const idMat3 &idPhysics_RigidBody::GetAxis( int id ) const {
|
|
return current.i.orientation;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetLinearVelocity
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) {
|
|
|
|
|
|
current.i.linearMomentum = newLinearVelocity * mass;
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetAngularVelocity
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) {
|
|
current.i.angularMomentum = newAngularVelocity * inertiaTensor;
|
|
Activate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_RigidBody::GetLinearVelocity( int id ) const {
|
|
static idVec3 curLinearVelocity;
|
|
curLinearVelocity = current.i.linearMomentum * inverseMass;
|
|
return curLinearVelocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_RigidBody::GetAngularVelocity( int id ) const {
|
|
static idVec3 curAngularVelocity;
|
|
idMat3 inverseWorldInertiaTensor;
|
|
|
|
inverseWorldInertiaTensor = current.i.orientation.Transpose() * inverseInertiaTensor * current.i.orientation;
|
|
curAngularVelocity = inverseWorldInertiaTensor * current.i.angularMomentum;
|
|
return curAngularVelocity;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::ClipTranslation
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const {
|
|
if ( model ) {
|
|
gameLocal.clip.TranslationModel( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
|
|
clipModel, clipModel->GetAxis(), clipMask,
|
|
model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
}
|
|
else {
|
|
gameLocal.clip.Translation( results, clipModel->GetOrigin(), clipModel->GetOrigin() + translation,
|
|
clipModel, clipModel->GetAxis(), clipMask, self );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::ClipRotation
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const {
|
|
if ( model ) {
|
|
gameLocal.clip.RotationModel( results, clipModel->GetOrigin(), rotation,
|
|
clipModel, clipModel->GetAxis(), clipMask,
|
|
model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
}
|
|
else {
|
|
gameLocal.clip.Rotation( results, clipModel->GetOrigin(), rotation,
|
|
clipModel, clipModel->GetAxis(), clipMask, self );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::ClipContents
|
|
================
|
|
*/
|
|
int idPhysics_RigidBody::ClipContents( const idClipModel *model ) const {
|
|
if ( model ) {
|
|
return gameLocal.clip.ContentsModel( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1,
|
|
model->Handle(), model->GetOrigin(), model->GetAxis() );
|
|
}
|
|
else {
|
|
return gameLocal.clip.Contents( clipModel->GetOrigin(), clipModel, clipModel->GetAxis(), -1, NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::DisableClip
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::DisableClip( void ) {
|
|
clipModel->Disable();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::EnableClip
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::EnableClip( void ) {
|
|
clipModel->Enable();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::UnlinkClip
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::UnlinkClip( void ) {
|
|
clipModel->Unlink();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::LinkClip
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::LinkClip( void ) {
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::EvaluateContacts
|
|
================
|
|
*/
|
|
bool idPhysics_RigidBody::EvaluateContacts( void ) {
|
|
idVec6 dir;
|
|
int num;
|
|
|
|
ClearContacts();
|
|
|
|
contacts.SetNum( 10, false );
|
|
|
|
dir.SubVec3(0) = current.i.linearMomentum + current.lastTimeStep * gravityVector * mass;
|
|
dir.SubVec3(1) = current.i.angularMomentum;
|
|
dir.SubVec3(0).Normalize();
|
|
dir.SubVec3(1).Normalize();
|
|
num = gameLocal.clip.Contacts( &contacts[0], 10, clipModel->GetOrigin(),
|
|
dir, CONTACT_EPSILON, clipModel, clipModel->GetAxis(), clipMask, self );
|
|
contacts.SetNum( num, false );
|
|
|
|
AddContactEntitiesForContacts();
|
|
|
|
return ( contacts.Num() != 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetPushed
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetPushed( int deltaTime ) {
|
|
idRotation rotation;
|
|
|
|
rotation = ( saved.i.orientation * current.i.orientation ).ToRotation();
|
|
|
|
// velocity with which the af is pushed
|
|
current.pushVelocity.SubVec3(0) += ( current.i.position - saved.i.position ) / ( deltaTime * idMath::M_MS2SEC );
|
|
current.pushVelocity.SubVec3(1) += rotation.GetVec() * -DEG2RAD( rotation.GetAngle() ) / ( deltaTime * idMath::M_MS2SEC );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetPushedLinearVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_RigidBody::GetPushedLinearVelocity( const int id ) const {
|
|
return current.pushVelocity.SubVec3(0);
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::GetPushedAngularVelocity
|
|
================
|
|
*/
|
|
const idVec3 &idPhysics_RigidBody::GetPushedAngularVelocity( const int id ) const {
|
|
return current.pushVelocity.SubVec3(1);
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::SetMaster
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::SetMaster( idEntity *master, const bool orientated ) {
|
|
idVec3 masterOrigin;
|
|
idMat3 masterAxis;
|
|
|
|
if ( master ) {
|
|
if ( !hasMaster ) {
|
|
// transform from world space to master space
|
|
self->GetMasterPosition( masterOrigin, masterAxis );
|
|
current.localOrigin = ( current.i.position - masterOrigin ) * masterAxis.Transpose();
|
|
if ( orientated ) {
|
|
current.localAxis = current.i.orientation * masterAxis.Transpose();
|
|
}
|
|
else {
|
|
current.localAxis = current.i.orientation;
|
|
}
|
|
hasMaster = true;
|
|
isOrientated = orientated;
|
|
ClearContacts();
|
|
}
|
|
}
|
|
else {
|
|
if ( hasMaster ) {
|
|
hasMaster = false;
|
|
Activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
const float RB_VELOCITY_MAX = 16000;
|
|
const int RB_VELOCITY_TOTAL_BITS = 16;
|
|
const int RB_VELOCITY_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( RB_VELOCITY_MAX ) ) + 1;
|
|
const int RB_VELOCITY_MANTISSA_BITS = RB_VELOCITY_TOTAL_BITS - 1 - RB_VELOCITY_EXPONENT_BITS;
|
|
const float RB_MOMENTUM_MAX = 1e20f;
|
|
const int RB_MOMENTUM_TOTAL_BITS = 16;
|
|
const int RB_MOMENTUM_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( RB_MOMENTUM_MAX ) ) + 1;
|
|
const int RB_MOMENTUM_MANTISSA_BITS = RB_MOMENTUM_TOTAL_BITS - 1 - RB_MOMENTUM_EXPONENT_BITS;
|
|
const float RB_FORCE_MAX = 1e20f;
|
|
const int RB_FORCE_TOTAL_BITS = 16;
|
|
const int RB_FORCE_EXPONENT_BITS = idMath::BitsForInteger( idMath::BitsForFloat( RB_FORCE_MAX ) ) + 1;
|
|
const int RB_FORCE_MANTISSA_BITS = RB_FORCE_TOTAL_BITS - 1 - RB_FORCE_EXPONENT_BITS;
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::WriteToSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
idCQuat quat, localQuat;
|
|
|
|
quat = current.i.orientation.ToCQuat();
|
|
localQuat = current.localAxis.ToCQuat();
|
|
|
|
msg.WriteLong( current.atRest );
|
|
msg.WriteFloat( current.i.position[0] );
|
|
msg.WriteFloat( current.i.position[1] );
|
|
msg.WriteFloat( current.i.position[2] );
|
|
msg.WriteFloat( quat.x );
|
|
msg.WriteFloat( quat.y );
|
|
msg.WriteFloat( quat.z );
|
|
msg.WriteFloat( current.i.linearMomentum[0], RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
msg.WriteFloat( current.i.linearMomentum[1], RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
msg.WriteFloat( current.i.linearMomentum[2], RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
msg.WriteFloat( current.i.angularMomentum[0], RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
msg.WriteFloat( current.i.angularMomentum[1], RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
msg.WriteFloat( current.i.angularMomentum[2], RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( current.i.position[0], current.localOrigin[0] );
|
|
msg.WriteDeltaFloat( current.i.position[1], current.localOrigin[1] );
|
|
msg.WriteDeltaFloat( current.i.position[2], current.localOrigin[2] );
|
|
msg.WriteDeltaFloat( quat.x, localQuat.x );
|
|
msg.WriteDeltaFloat( quat.y, localQuat.y );
|
|
msg.WriteDeltaFloat( quat.z, localQuat.z );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.externalForce[0], RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.externalForce[1], RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.externalForce[2], RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.externalTorque[0], RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.externalTorque[1], RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
msg.WriteDeltaFloat( 0.0f, current.externalTorque[2], RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPhysics_RigidBody::ReadFromSnapshot
|
|
================
|
|
*/
|
|
void idPhysics_RigidBody::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
idCQuat quat, localQuat;
|
|
|
|
current.atRest = msg.ReadLong();
|
|
current.i.position[0] = msg.ReadFloat();
|
|
current.i.position[1] = msg.ReadFloat();
|
|
current.i.position[2] = msg.ReadFloat();
|
|
quat.x = msg.ReadFloat();
|
|
quat.y = msg.ReadFloat();
|
|
quat.z = msg.ReadFloat();
|
|
current.i.linearMomentum[0] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
current.i.linearMomentum[1] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
current.i.linearMomentum[2] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
current.i.angularMomentum[0] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
current.i.angularMomentum[1] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
current.i.angularMomentum[2] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
|
|
current.localOrigin[0] = msg.ReadDeltaFloat( current.i.position[0] );
|
|
current.localOrigin[1] = msg.ReadDeltaFloat( current.i.position[1] );
|
|
current.localOrigin[2] = msg.ReadDeltaFloat( current.i.position[2] );
|
|
localQuat.x = msg.ReadDeltaFloat( quat.x );
|
|
localQuat.y = msg.ReadDeltaFloat( quat.y );
|
|
localQuat.z = msg.ReadDeltaFloat( quat.z );
|
|
current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, RB_VELOCITY_EXPONENT_BITS, RB_VELOCITY_MANTISSA_BITS );
|
|
current.externalForce[0] = msg.ReadDeltaFloat( 0.0f, RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
current.externalForce[1] = msg.ReadDeltaFloat( 0.0f, RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
current.externalForce[2] = msg.ReadDeltaFloat( 0.0f, RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
current.externalTorque[0] = msg.ReadDeltaFloat( 0.0f, RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
current.externalTorque[1] = msg.ReadDeltaFloat( 0.0f, RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
current.externalTorque[2] = msg.ReadDeltaFloat( 0.0f, RB_FORCE_EXPONENT_BITS, RB_FORCE_MANTISSA_BITS );
|
|
|
|
current.i.orientation = quat.ToMat3();
|
|
current.localAxis = localQuat.ToMat3();
|
|
|
|
if ( clipModel ) {
|
|
clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
|
|
}
|
|
}
|