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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../../idlib/precompiled.h"
- #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
- 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() 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() {
- 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() {
- if ( rb_showBodies.GetBool() || ( rb_showActive.GetBool() && current.atRest < 0 ) ) {
- collisionModelManager->DrawModel( clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis(), vec3_origin, 0.0f );
- }
- 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() {
- // set default rigid body properties
- SetClipMask( MASK_SOLID );
- SetBouncyness( 0.6f );
- SetFriction( 0.6f, 0.6f, 0.0f );
- clipModel = NULL;
- current.atRest = -1;
- current.lastTimeStep = 0.0f;
- 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 (TAG_PHYSICS) 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() {
- 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 || IEEE_FLT_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() 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() {
- current.atRest = gameLocal.time;
- current.i.linearMomentum.Zero();
- current.i.angularMomentum.Zero();
- self->BecomeInactive( TH_PHYSICS );
- }
- /*
- ================
- idPhysics_RigidBody::DropToFloor
- ================
- */
- void idPhysics_RigidBody::DropToFloor() {
- dropToFloor = true;
- testSolid = true;
- }
- /*
- ================
- idPhysics_RigidBody::NoContact
- ================
- */
- void idPhysics_RigidBody::NoContact() {
- noContact = true;
- }
- /*
- ================
- idPhysics_RigidBody::Activate
- ================
- */
- void idPhysics_RigidBody::Activate() {
- current.atRest = -1;
- self->BecomeActive( TH_PHYSICS );
- }
- /*
- ================
- idPhysics_RigidBody::PutToRest
- put to rest untill something collides with this physics object
- ================
- */
- void idPhysics_RigidBody::PutToRest() {
- Rest();
- }
- /*
- ================
- idPhysics_RigidBody::EnableImpact
- ================
- */
- void idPhysics_RigidBody::EnableImpact() {
- noImpact = false;
- }
- /*
- ================
- idPhysics_RigidBody::DisableImpact
- ================
- */
- void idPhysics_RigidBody::DisableImpact() {
- 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_step;
- 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_step = current;
- // calculate next position and orientation
- Integrate( timeStep, next_step );
- #ifdef RB_TIMINGS
- timer_collision.Start();
- #endif
- // check for collisions from the current to the next state
- collided = CheckForCollisions( timeStep, next_step, collision );
- #ifdef RB_TIMINGS
- timer_collision.Stop();
- #endif
- // set the new state
- current = next_step;
- 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::Interpolate
- Simply interpolate between snapshots of the state of the rigid body
- for MP clients.
- ================
- */
- bool idPhysics_RigidBody::Interpolate( const float fraction ) {
- if ( !self ) {
- return false;
- }
-
- if ( self->GetInterpolationBehavior() == idEntity::USE_LATEST_SNAP_ONLY ) {
- current = next;
- return true;
- } else if ( self->GetInterpolationBehavior() == idEntity::USE_INTERPOLATION ) {
- current.i.position = Lerp( previous.i.position, next.i.position, fraction );
- current.i.orientation = idQuat().Slerp( previous.i.orientation.ToQuat(), next.i.orientation.ToQuat(), fraction ).ToMat3();
- current.i.linearMomentum = Lerp( previous.i.linearMomentum, next.i.linearMomentum, fraction );
- return true;
- }
- return false;
- }
- /*
- ================
- idPhysics_RigidBody::ResetInterpolationState
- ================
- */
- void idPhysics_RigidBody::ResetInterpolationState( const idVec3 & origin, const idMat3 & axis ) {
- previous = current;
- next = current;
- }
- /*
- ================
- idPhysics_RigidBody::UpdateTime
- ================
- */
- void idPhysics_RigidBody::UpdateTime( int endTimeMSec ) {
- }
- /*
- ================
- idPhysics_RigidBody::GetTime
- ================
- */
- int idPhysics_RigidBody::GetTime() 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() const {
- return current.atRest >= 0;
- }
- /*
- ================
- idPhysics_RigidBody::GetRestStartTime
- ================
- */
- int idPhysics_RigidBody::GetRestStartTime() const {
- return current.atRest;
- }
- /*
- ================
- idPhysics_RigidBody::IsPushable
- ================
- */
- bool idPhysics_RigidBody::IsPushable() const {
- return ( !noImpact && !hasMaster );
- }
- /*
- ================
- idPhysics_RigidBody::SaveState
- ================
- */
- void idPhysics_RigidBody::SaveState() {
- saved = current;
- }
- /*
- ================
- idPhysics_RigidBody::RestoreState
- ================
- */
- void idPhysics_RigidBody::RestoreState() {
- 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() {
- clipModel->Disable();
- }
- /*
- ================
- idPhysics_RigidBody::EnableClip
- ================
- */
- void idPhysics_RigidBody::EnableClip() {
- clipModel->Enable();
- }
- /*
- ================
- idPhysics_RigidBody::UnlinkClip
- ================
- */
- void idPhysics_RigidBody::UnlinkClip() {
- clipModel->Unlink();
- }
- /*
- ================
- idPhysics_RigidBody::LinkClip
- ================
- */
- void idPhysics_RigidBody::LinkClip() {
- clipModel->Link( gameLocal.clip, self, clipModel->GetId(), current.i.position, current.i.orientation );
- }
- /*
- ================
- idPhysics_RigidBody::EvaluateContacts
- ================
- */
- bool idPhysics_RigidBody::EvaluateContacts() {
- idVec6 dir;
- int num;
- ClearContacts();
- contacts.SetNum( 10 );
- 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 );
- 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( idBitMsg &msg ) const {
- idCQuat quat, localQuat;
- quat = current.i.orientation.ToCQuat();
- 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 );
- }
- /*
- ================
- idPhysics_RigidBody::ReadFromSnapshot
- ================
- */
- void idPhysics_RigidBody::ReadFromSnapshot( const idBitMsg &msg ) {
- idCQuat quat, localQuat;
-
- previous = next;
- next.i.position[0] = msg.ReadFloat();
- next.i.position[1] = msg.ReadFloat();
- next.i.position[2] = msg.ReadFloat();
- quat.x = msg.ReadFloat();
- quat.y = msg.ReadFloat();
- quat.z = msg.ReadFloat();
- next.i.linearMomentum[0] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
- next.i.linearMomentum[1] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
- next.i.linearMomentum[2] = msg.ReadFloat( RB_MOMENTUM_EXPONENT_BITS, RB_MOMENTUM_MANTISSA_BITS );
- next.i.orientation = quat.ToMat3();
- // Make sure to initially set them up. Dont try to interpolate yet.
- if( self->GetNumSnapshotsReceived() <= 1 ) {
- current = next;
- }
- if ( clipModel ) {
- clipModel->Link( gameLocal.clip, self, clipModel->GetId(), next.i.position, next.i.orientation );
- }
- }
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