void HoverVehicle::updateDustTrail( F32 dt ) { // Check to see if we're moving. VectorF velocityVector = getVelocity(); F32 velocity = velocityVector.len(); if( velocity > 2.0 ) { velocityVector.normalize(); emitDust( mDustTrailEmitter, mDataBlock->triggerTrailHeight, mDataBlock->dustTrailOffset, ( U32 )( dt * 1000 * ( velocity / mDataBlock->dustTrailFreqMod ) ), velocityVector ); } }
bool Trigger::testObject(GameBase* enter) { if (mTriggerPolyhedron.pointList.size() == 0) return false; mClippedList.clear(); SphereF sphere; sphere.center = (mWorldBox.minExtents + mWorldBox.maxExtents) * 0.5; VectorF bv = mWorldBox.maxExtents - sphere.center; sphere.radius = bv.len(); enter->buildPolyList(PLC_Collision, &mClippedList, mWorldBox, sphere); return mClippedList.isEmpty() == false; }
void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color ) { VectorF uvec = tipPnt - basePnt; F32 height = uvec.len(); uvec.normalize(); MatrixF mat( true ); MathUtils::getMatrixFromUpVector( uvec, &mat ); mat.setPosition(basePnt); Point3F scale( radius, radius, height * 2 ); mat.scale(scale); GFXTransformSaver saver; mDevice->pushWorldMatrix(); mDevice->multWorld(mat); S32 numPoints = sizeof(circlePoints)/sizeof(Point2F); GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, numPoints * 4 + 4, GFXBufferTypeVolatile); verts.lock(); for (S32 i=0; i<numPoints + 1; i++) { S32 imod = i % numPoints; verts[i].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0.5f); verts[i].color = color; verts[i + numPoints + 1].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0); verts[i + numPoints + 1].color = color; verts[2*numPoints + 2 + 2 * i].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0.5f); verts[2*numPoints + 2 + 2 * i].color = color; verts[2*numPoints + 2 + 2 * i + 1].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0); verts[2*numPoints + 2 + 2 * i + 1].color = color; } verts.unlock(); mDevice->setStateBlockByDesc( desc ); mDevice->setVertexBuffer( verts ); mDevice->setupGenericShaders( GFXDevice::GSModColorTexture ); mDevice->drawPrimitive( GFXTriangleFan, 0, numPoints ); mDevice->drawPrimitive( GFXTriangleFan, numPoints + 1, numPoints ); mDevice->drawPrimitive( GFXTriangleStrip, 2 * numPoints + 2, 2 * numPoints); mDevice->popWorldMatrix(); }
void PxSingleActor::onCollision( GameBase *hitObject, const VectorF &impactForce ) { if ( isGhost() ) return; PROFILE_SCOPE( PxSingleActor_OnCollision ); // TODO: Why do we not get a hit position? Point3F hitPos = getPosition(); String strHitPos = String::ToString( "%g %g %g", hitPos.x, hitPos.y, hitPos.z ); String strImpactVec = String::ToString( "%g %g %g", impactForce.x, impactForce.y, impactForce.z ); String strImpactForce = String::ToString( "%g", impactForce.len() ); Con::executef( mDataBlock, "onCollision", scriptThis(), hitObject ? hitObject->scriptThis() : NULL, strHitPos.c_str(), strImpactVec.c_str(), strImpactForce.c_str() ); }
void DecalRoad::_captureVerts() { PROFILE_SCOPE( DecalRoad_captureVerts ); //Con::warnf( "%s - captureVerts", isServerObject() ? "server" : "client" ); if ( isServerObject() ) { //Con::errorf( "DecalRoad::_captureVerts - called on the server side!" ); return; } if ( mEdges.size() == 0 ) return; // // Construct ClippedPolyList objects for each pair // of roadEdges. // Use them to capture Terrain verts. // SphereF sphere; RoadEdge *edge = NULL; RoadEdge *nextEdge = NULL; mTriangleCount = 0; mVertCount = 0; Vector<ClippedPolyList> clipperList; for ( U32 i = 0; i < mEdges.size() - 1; i++ ) { Box3F box; edge = &mEdges[i]; nextEdge = &mEdges[i+1]; box.minExtents = edge->p1; box.maxExtents = edge->p1; box.extend( edge->p0 ); box.extend( edge->p2 ); box.extend( nextEdge->p0 ); box.extend( nextEdge->p1 ); box.extend( nextEdge->p2 ); box.minExtents.z -= 5.0f; box.maxExtents.z += 5.0f; sphere.center = ( nextEdge->p1 + edge->p1 ) * 0.5f; sphere.radius = 100.0f; // NOTE: no idea how to calculate this ClippedPolyList clipper; clipper.mNormal.set(0.0f, 0.0f, 0.0f); VectorF n; PlaneF plane0, plane1; // Construct Back Plane n = edge->p2 - edge->p0; n.normalize(); n = mCross( n, edge->uvec ); plane0.set( edge->p0, n ); clipper.mPlaneList.push_back( plane0 ); // Construct Front Plane n = nextEdge->p2 - nextEdge->p0; n.normalize(); n = -mCross( edge->uvec, n ); plane1.set( nextEdge->p0, -n ); //clipper.mPlaneList.push_back( plane1 ); // Test if / where the planes intersect. bool discardLeft = false; bool discardRight = false; Point3F iPos; VectorF iDir; if ( plane0.intersect( plane1, iPos, iDir ) ) { Point2F iPos2F( iPos.x, iPos.y ); Point2F cPos2F( edge->p1.x, edge->p1.y ); Point2F rVec2F( edge->rvec.x, edge->rvec.y ); Point2F iVec2F = iPos2F - cPos2F; F32 iLen = iVec2F.len(); iVec2F.normalize(); if ( iLen < edge->width * 0.5f ) { F32 dot = mDot( rVec2F, iVec2F ); // The clipping planes intersected on the right side, // discard the right side clipping plane. if ( dot > 0.0f ) discardRight = true; // The clipping planes intersected on the left side, // discard the left side clipping plane. else discardLeft = true; } } // Left Plane if ( !discardLeft ) { n = ( nextEdge->p0 - edge->p0 ); n.normalize(); n = mCross( edge->uvec, n ); clipper.mPlaneList.push_back( PlaneF(edge->p0, n) ); } else { nextEdge->p0 = edge->p0; } // Right Plane if ( !discardRight ) { n = ( nextEdge->p2 - edge->p2 ); n.normalize(); n = -mCross( n, edge->uvec ); clipper.mPlaneList.push_back( PlaneF(edge->p2, -n) ); } else { nextEdge->p2 = edge->p2; } n = nextEdge->p2 - nextEdge->p0; n.normalize(); n = -mCross( edge->uvec, n ); plane1.set( nextEdge->p0, -n ); clipper.mPlaneList.push_back( plane1 ); // We have constructed the clipping planes, // now grab/clip the terrain geometry getContainer()->buildPolyList( PLC_Decal, box, TerrainObjectType, &clipper ); clipper.cullUnusedVerts(); clipper.triangulate(); clipper.generateNormals(); // If we got something, add it to the ClippedPolyList Vector if ( !clipper.isEmpty() && !( smDiscardAll && ( discardRight || discardLeft ) ) ) { clipperList.push_back( clipper ); mVertCount += clipper.mVertexList.size(); mTriangleCount += clipper.mPolyList.size(); } } // // Set the roadEdge height to be flush with terrain // This is not really necessary but makes the debug spline rendering better. // for ( U32 i = 0; i < mEdges.size() - 1; i++ ) { edge = &mEdges[i]; _getTerrainHeight( edge->p0.x, edge->p0.y, edge->p0.z ); _getTerrainHeight( edge->p2.x, edge->p2.y, edge->p2.z ); } // // Allocate the RoadBatch(s) // // If we captured no verts, then we can return here without // allocating any RoadBatches or the Vert/Index Buffers. // PreprenderImage will not allocate a render instance while // mBatches.size() is zero. U32 numClippers = clipperList.size(); if ( numClippers == 0 ) return; mBatches.clear(); // Allocate the VertexBuffer and PrimitiveBuffer mVB.set( GFX, mVertCount, GFXBufferTypeStatic ); mPB.set( GFX, mTriangleCount * 3, 0, GFXBufferTypeStatic ); // Lock the VertexBuffer GFXVertexPNTBT *vertPtr = mVB.lock(); if(!vertPtr) return; U32 vertIdx = 0; // // Fill the VertexBuffer and vertex data for the RoadBatches // Loop through the ClippedPolyList Vector // RoadBatch *batch = NULL; F32 texStart = 0.0f; F32 texEnd; for ( U32 i = 0; i < clipperList.size(); i++ ) { ClippedPolyList *clipper = &clipperList[i]; RoadEdge &edge = mEdges[i]; RoadEdge &nextEdge = mEdges[i+1]; VectorF segFvec = nextEdge.p1 - edge.p1; F32 segLen = segFvec.len(); segFvec.normalize(); F32 texLen = segLen / mTextureLength; texEnd = texStart + texLen; BiQuadToSqr quadToSquare( Point2F( edge.p0.x, edge.p0.y ), Point2F( edge.p2.x, edge.p2.y ), Point2F( nextEdge.p2.x, nextEdge.p2.y ), Point2F( nextEdge.p0.x, nextEdge.p0.y ) ); // if ( i % mSegmentsPerBatch == 0 ) { mBatches.increment(); batch = &mBatches.last(); batch->bounds.minExtents = clipper->mVertexList[0].point; batch->bounds.maxExtents = clipper->mVertexList[0].point; batch->startVert = vertIdx; } // Loop through each ClippedPolyList for ( U32 j = 0; j < clipper->mVertexList.size(); j++ ) { // Add each vert to the VertexBuffer Point3F pos = clipper->mVertexList[j].point; vertPtr[vertIdx].point = pos; vertPtr[vertIdx].normal = clipper->mNormalList[j]; Point2F uv = quadToSquare.transform( Point2F(pos.x,pos.y) ); vertPtr[vertIdx].texCoord.x = uv.x; vertPtr[vertIdx].texCoord.y = -(( texEnd - texStart ) * uv.y + texStart); vertPtr[vertIdx].tangent = mCross( segFvec, clipper->mNormalList[j] ); vertPtr[vertIdx].binormal = segFvec; vertIdx++; // Expand the RoadBatch bounds to contain this vertex batch->bounds.extend( pos ); } batch->endVert = vertIdx - 1; texStart = texEnd; } // Unlock the VertexBuffer, we are done filling it. mVB.unlock(); // Lock the PrimitiveBuffer U16 *idxBuff; mPB.lock(&idxBuff); U32 curIdx = 0; U16 vertOffset = 0; batch = NULL; S32 batchIdx = -1; // Fill the PrimitiveBuffer // Loop through each ClippedPolyList in the Vector for ( U32 i = 0; i < clipperList.size(); i++ ) { ClippedPolyList *clipper = &clipperList[i]; if ( i % mSegmentsPerBatch == 0 ) { batchIdx++; batch = &mBatches[batchIdx]; batch->startIndex = curIdx; } for ( U32 j = 0; j < clipper->mPolyList.size(); j++ ) { // Write indices for each Poly ClippedPolyList::Poly *poly = &clipper->mPolyList[j]; AssertFatal( poly->vertexCount == 3, "Got non-triangle poly!" ); idxBuff[curIdx] = clipper->mIndexList[poly->vertexStart] + vertOffset; curIdx++; idxBuff[curIdx] = clipper->mIndexList[poly->vertexStart + 1] + vertOffset; curIdx++; idxBuff[curIdx] = clipper->mIndexList[poly->vertexStart + 2] + vertOffset; curIdx++; } batch->endIndex = curIdx - 1; vertOffset += clipper->mVertexList.size(); } // Unlock the PrimitiveBuffer, we are done filling it. mPB.unlock(); // Generate the object/world bounds // Is the union of all batch bounding boxes. Box3F box; for ( U32 i = 0; i < mBatches.size(); i++ ) { const RoadBatch &batch = mBatches[i]; if ( i == 0 ) box = batch.bounds; else box.intersect( batch.bounds ); } Point3F pos = getPosition(); mWorldBox = box; resetObjectBox(); // Make sure we are in the correct bins given our world box. if( getSceneManager() != NULL ) getSceneManager()->notifyObjectDirty( this ); }
void Item::updatePos(const U32 /*mask*/, const F32 dt) { // Try and move Point3F pos; mObjToWorld.getColumn(3,&pos); delta.posVec = pos; bool contact = false; bool nonStatic = false; bool stickyNotify = false; CollisionList collisionList; F32 time = dt; static Polyhedron sBoxPolyhedron; static ExtrudedPolyList sExtrudedPolyList; static EarlyOutPolyList sEarlyOutPolyList; MatrixF collisionMatrix(true); Point3F end = pos + mVelocity * time; U32 mask = isServerObject() ? sServerCollisionMask : sClientCollisionMask; // Part of our speed problem here is that we don't track contact surfaces, like we do // with the player. In order to handle the most common and performance impacting // instance of this problem, we'll use a ray cast to detect any contact surfaces below // us. This won't be perfect, but it only needs to catch a few of these to make a // big difference. We'll cast from the top center of the bounding box at the tick's // beginning to the bottom center of the box at the end. Point3F startCast((mObjBox.minExtents.x + mObjBox.maxExtents.x) * 0.5, (mObjBox.minExtents.y + mObjBox.maxExtents.y) * 0.5, mObjBox.maxExtents.z); Point3F endCast((mObjBox.minExtents.x + mObjBox.maxExtents.x) * 0.5, (mObjBox.minExtents.y + mObjBox.maxExtents.y) * 0.5, mObjBox.minExtents.z); collisionMatrix.setColumn(3, pos); collisionMatrix.mulP(startCast); collisionMatrix.setColumn(3, end); collisionMatrix.mulP(endCast); RayInfo rinfo; bool doToughCollision = true; disableCollision(); if (mCollisionObject) mCollisionObject->disableCollision(); if (getContainer()->castRay(startCast, endCast, mask, &rinfo)) { F32 bd = -mDot(mVelocity, rinfo.normal); if (bd >= 0.0) { // Contact! if (mDataBlock->sticky && rinfo.object->getTypeMask() & (STATIC_COLLISION_TYPEMASK)) { mVelocity.set(0, 0, 0); mAtRest = true; mAtRestCounter = 0; stickyNotify = true; mStickyCollisionPos = rinfo.point; mStickyCollisionNormal = rinfo.normal; doToughCollision = false;; } else { // Subtract out velocity into surface and friction VectorF fv = mVelocity + rinfo.normal * bd; F32 fvl = fv.len(); if (fvl) { F32 ff = bd * mDataBlock->friction; if (ff < fvl) { fv *= ff / fvl; fvl = ff; } } bd *= 1 + mDataBlock->elasticity; VectorF dv = rinfo.normal * (bd + 0.002); mVelocity += dv; mVelocity -= fv; // Keep track of what we hit contact = true; U32 typeMask = rinfo.object->getTypeMask(); if (!(typeMask & StaticObjectType)) nonStatic = true; if (isServerObject() && (typeMask & ShapeBaseObjectType)) { ShapeBase* col = static_cast<ShapeBase*>(rinfo.object); queueCollision(col,mVelocity - col->getVelocity()); } } } } enableCollision(); if (mCollisionObject) mCollisionObject->enableCollision(); if (doToughCollision) { U32 count; for (count = 0; count < 3; count++) { // Build list from convex states here... end = pos + mVelocity * time; collisionMatrix.setColumn(3, end); Box3F wBox = getObjBox(); collisionMatrix.mul(wBox); Box3F testBox = wBox; Point3F oldMin = testBox.minExtents; Point3F oldMax = testBox.maxExtents; testBox.minExtents.setMin(oldMin + (mVelocity * time)); testBox.maxExtents.setMin(oldMax + (mVelocity * time)); sEarlyOutPolyList.clear(); sEarlyOutPolyList.mNormal.set(0,0,0); sEarlyOutPolyList.mPlaneList.setSize(6); sEarlyOutPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1,0,0)); sEarlyOutPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0,1,0)); sEarlyOutPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1,0,0)); sEarlyOutPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0,-1,0)); sEarlyOutPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0,0,-1)); sEarlyOutPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0,0,1)); CollisionWorkingList& eorList = mConvex.getWorkingList(); CollisionWorkingList* eopList = eorList.wLink.mNext; while (eopList != &eorList) { if ((eopList->mConvex->getObject()->getTypeMask() & mask) != 0) { Box3F convexBox = eopList->mConvex->getBoundingBox(); if (testBox.isOverlapped(convexBox)) { eopList->mConvex->getPolyList(&sEarlyOutPolyList); if (sEarlyOutPolyList.isEmpty() == false) break; } } eopList = eopList->wLink.mNext; } if (sEarlyOutPolyList.isEmpty()) { pos = end; break; } collisionMatrix.setColumn(3, pos); sBoxPolyhedron.buildBox(collisionMatrix, mObjBox, true); // Build extruded polyList... VectorF vector = end - pos; sExtrudedPolyList.extrude(sBoxPolyhedron, vector); sExtrudedPolyList.setVelocity(mVelocity); sExtrudedPolyList.setCollisionList(&collisionList); CollisionWorkingList& rList = mConvex.getWorkingList(); CollisionWorkingList* pList = rList.wLink.mNext; while (pList != &rList) { if ((pList->mConvex->getObject()->getTypeMask() & mask) != 0) { Box3F convexBox = pList->mConvex->getBoundingBox(); if (testBox.isOverlapped(convexBox)) { pList->mConvex->getPolyList(&sExtrudedPolyList); } } pList = pList->wLink.mNext; } if (collisionList.getTime() < 1.0) { // Set to collision point F32 dt = time * collisionList.getTime(); pos += mVelocity * dt; time -= dt; // Pick the most resistant surface F32 bd = 0; const Collision* collision = 0; for (int c = 0; c < collisionList.getCount(); c++) { const Collision &cp = collisionList[c]; F32 dot = -mDot(mVelocity,cp.normal); if (dot > bd) { bd = dot; collision = &cp; } } if (collision && mDataBlock->sticky && collision->object->getTypeMask() & (STATIC_COLLISION_TYPEMASK)) { mVelocity.set(0, 0, 0); mAtRest = true; mAtRestCounter = 0; stickyNotify = true; mStickyCollisionPos = collision->point; mStickyCollisionNormal = collision->normal; break; } else { // Subtract out velocity into surface and friction if (collision) { VectorF fv = mVelocity + collision->normal * bd; F32 fvl = fv.len(); if (fvl) { F32 ff = bd * mDataBlock->friction; if (ff < fvl) { fv *= ff / fvl; fvl = ff; } } bd *= 1 + mDataBlock->elasticity; VectorF dv = collision->normal * (bd + 0.002); mVelocity += dv; mVelocity -= fv; // Keep track of what we hit contact = true; U32 typeMask = collision->object->getTypeMask(); if (!(typeMask & StaticObjectType)) nonStatic = true; if (isServerObject() && (typeMask & ShapeBaseObjectType)) { ShapeBase* col = static_cast<ShapeBase*>(collision->object); queueCollision(col,mVelocity - col->getVelocity()); } } } } else { pos = end; break; } } if (count == 3) { // Couldn't move... mVelocity.set(0, 0, 0); } } // If on the client, calculate delta for backstepping if (isGhost()) { delta.pos = pos; delta.posVec -= pos; delta.dt = 1; } // Update transform MatrixF mat = mObjToWorld; mat.setColumn(3,pos); Parent::setTransform(mat); enableCollision(); if (mCollisionObject) mCollisionObject->enableCollision(); updateContainer(); if ( mPhysicsRep ) mPhysicsRep->setTransform( mat ); // if (contact) { // Check for rest condition if (!nonStatic && mVelocity.len() < sAtRestVelocity) { mVelocity.x = mVelocity.y = mVelocity.z = 0; mAtRest = true; mAtRestCounter = 0; } // Only update the client if we hit a non-static shape or // if this is our final rest pos. if (nonStatic || mAtRest) setMaskBits(PositionMask); } // Collision callbacks. These need to be processed whether we hit // anything or not. if (!isGhost()) { SimObjectPtr<Item> safePtr(this); if (stickyNotify) { notifyCollision(); if(bool(safePtr)) onStickyCollision_callback( getIdString() ); } else notifyCollision(); // water if(bool(safePtr)) { if(!mInLiquid && mWaterCoverage != 0.0f) { mInLiquid = true; if ( !isGhost() ) mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() ); } else if(mInLiquid && mWaterCoverage == 0.0f) { mInLiquid = false; if ( !isGhost() ) mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() ); } } } }
void Item::unpackUpdate(NetConnection *connection, BitStream *stream) { Parent::unpackUpdate(connection,stream); // InitialUpdateMask if (stream->readFlag()) { mRotate = stream->readFlag(); mStatic = stream->readFlag(); if (stream->readFlag()) mathRead(*stream, &mObjScale); else mObjScale.set(1, 1, 1); } // ThrowSrcMask && mCollisionObject if (stream->readFlag()) { S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize); setCollisionTimeout(static_cast<ShapeBase*>(connection->resolveGhost(gIndex))); } MatrixF mat = mObjToWorld; // RotationMask && !mRotate if (stream->readFlag()) { // Assumes rotation is about the Z axis AngAxisF aa; aa.axis.set(0.0f, 0.0f, stream->readFlag() ? -1.0f : 1.0f); stream->read(&aa.angle); aa.setMatrix(&mat); Point3F pos; mObjToWorld.getColumn(3,&pos); mat.setColumn(3,pos); } // PositionMask if (stream->readFlag()) { Point3F pos; mathRead(*stream, &pos); F32 speed = mVelocity.len(); if ((mAtRest = stream->readFlag()) == true) mVelocity.set(0.0f, 0.0f, 0.0f); else mathRead(*stream, &mVelocity); if (stream->readFlag() && isProperlyAdded()) { // Determin number of ticks to warp based on the average // of the client and server velocities. delta.warpOffset = pos - delta.pos; F32 as = (speed + mVelocity.len()) * 0.5f * TickSec; F32 dt = (as > 0.00001f) ? delta.warpOffset.len() / as: sMaxWarpTicks; delta.warpTicks = (S32)((dt > sMinWarpTicks)? getMax(mFloor(dt + 0.5f), 1.0f): 0.0f); if (delta.warpTicks) { // Setup the warp to start on the next tick, only the // object's position is warped. if (delta.warpTicks > sMaxWarpTicks) delta.warpTicks = sMaxWarpTicks; delta.warpOffset /= (F32)delta.warpTicks; } else { // Going to skip the warp, server and client are real close. // Adjust the frame interpolation to move smoothly to the // new position within the current tick. Point3F cp = delta.pos + delta.posVec * delta.dt; VectorF vec = delta.pos - cp; F32 vl = vec.len(); if (vl) { F32 s = delta.posVec.len() / vl; delta.posVec = (cp - pos) * s; } delta.pos = pos; mat.setColumn(3,pos); } } else { // Set the item to the server position delta.warpTicks = 0; delta.posVec.set(0,0,0); delta.pos = pos; delta.dt = 0; mat.setColumn(3,pos); } } Parent::setTransform(mat); }
Point3F Etherform::_move( const F32 travelTime, Collision *outCol ) { // Try and move to new pos F32 totalMotion = 0.0f; // TODO: not used? //F32 initialSpeed = mVelocity.len(); Point3F start; Point3F initialPosition; getTransform().getColumn(3,&start); initialPosition = start; static CollisionList collisionList; static CollisionList physZoneCollisionList; collisionList.clear(); physZoneCollisionList.clear(); MatrixF collisionMatrix(true); collisionMatrix.setColumn(3, start); VectorF firstNormal(0.0f, 0.0f, 0.0f); F32 time = travelTime; U32 count = 0; static Polyhedron sBoxPolyhedron; static ExtrudedPolyList sExtrudedPolyList; static ExtrudedPolyList sPhysZonePolyList; for (; count < sMoveRetryCount; count++) { F32 speed = mVelocity.len(); if(!speed) break; Point3F end = start + mVelocity * time; Point3F distance = end - start; if (mFabs(distance.x) < mObjBox.len_x() && mFabs(distance.y) < mObjBox.len_y() && mFabs(distance.z) < mObjBox.len_z()) { // We can potentially early out of this. If there are no polys in the clipped polylist at our // end position, then we can bail, and just set start = end; Box3F wBox = mScaledBox; wBox.minExtents += end; wBox.maxExtents += end; static EarlyOutPolyList eaPolyList; eaPolyList.clear(); eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f); eaPolyList.mPlaneList.clear(); eaPolyList.mPlaneList.setSize(6); eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f)); eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f)); eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f)); eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f)); eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f)); eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f)); // Build list from convex states here... CollisionWorkingList& rList = mConvex.getWorkingList(); CollisionWorkingList* pList = rList.wLink.mNext; while (pList != &rList) { Convex* pConvex = pList->mConvex; if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) { Box3F convexBox = pConvex->getBoundingBox(); if (wBox.isOverlapped(convexBox)) { // No need to separate out the physical zones here, we want those // to cause a fallthrough as well... pConvex->getPolyList(&eaPolyList); } } pList = pList->wLink.mNext; } if (eaPolyList.isEmpty()) { totalMotion += (end - start).len(); start = end; break; } } collisionMatrix.setColumn(3, start); sBoxPolyhedron.buildBox(collisionMatrix, mScaledBox, true); // Setup the bounding box for the extrudedPolyList Box3F plistBox = mScaledBox; collisionMatrix.mul(plistBox); Point3F oldMin = plistBox.minExtents; Point3F oldMax = plistBox.maxExtents; plistBox.minExtents.setMin(oldMin + (mVelocity * time) - Point3F(0.1f, 0.1f, 0.1f)); plistBox.maxExtents.setMax(oldMax + (mVelocity * time) + Point3F(0.1f, 0.1f, 0.1f)); // Build extruded polyList... VectorF vector = end - start; sExtrudedPolyList.extrude(sBoxPolyhedron,vector); sExtrudedPolyList.setVelocity(mVelocity); sExtrudedPolyList.setCollisionList(&collisionList); sPhysZonePolyList.extrude(sBoxPolyhedron,vector); sPhysZonePolyList.setVelocity(mVelocity); sPhysZonePolyList.setCollisionList(&physZoneCollisionList); // Build list from convex states here... CollisionWorkingList& rList = mConvex.getWorkingList(); CollisionWorkingList* pList = rList.wLink.mNext; while (pList != &rList) { Convex* pConvex = pList->mConvex; if (pConvex->getObject()->getTypeMask() & sCollisionMoveMask) { Box3F convexBox = pConvex->getBoundingBox(); if (plistBox.isOverlapped(convexBox)) { if (pConvex->getObject()->getTypeMask() & PhysicalZoneObjectType) pConvex->getPolyList(&sPhysZonePolyList); else pConvex->getPolyList(&sExtrudedPolyList); } } pList = pList->wLink.mNext; } // Take into account any physical zones... for (U32 j = 0; j < physZoneCollisionList.getCount(); j++) { AssertFatal(dynamic_cast<PhysicalZone*>(physZoneCollisionList[j].object), "Bad phys zone!"); const PhysicalZone* pZone = (PhysicalZone*)physZoneCollisionList[j].object; if (pZone->isActive()) mVelocity *= pZone->getVelocityMod(); } if (collisionList.getCount() != 0 && collisionList.getTime() < 1.0f) { // Set to collision point F32 velLen = mVelocity.len(); F32 dt = time * getMin(collisionList.getTime(), 1.0f); start += mVelocity * dt; time -= dt; totalMotion += velLen * dt; // Back off... if ( velLen > 0.f ) { F32 newT = getMin(0.01f / velLen, dt); start -= mVelocity * newT; totalMotion -= velLen * newT; } // Pick the surface most parallel to the face that was hit. const Collision *collision = &collisionList[0]; const Collision *cp = collision + 1; const Collision *ep = collision + collisionList.getCount(); for (; cp != ep; cp++) { if (cp->faceDot > collision->faceDot) collision = cp; } F32 bd = -mDot(mVelocity, collision->normal); // Copy this collision out so // we can use it to do impacts // and query collision. *outCol = *collision; // Subtract out velocity VectorF dv = collision->normal * (bd + sNormalElasticity); mVelocity += dv; if (count == 0) { firstNormal = collision->normal; } else { if (count == 1) { // Re-orient velocity along the crease. if (mDot(dv,firstNormal) < 0.0f && mDot(collision->normal,firstNormal) < 0.0f) { VectorF nv; mCross(collision->normal,firstNormal,&nv); F32 nvl = nv.len(); if (nvl) { if (mDot(nv,mVelocity) < 0.0f) nvl = -nvl; nv *= mVelocity.len() / nvl; mVelocity = nv; } } } } } else { totalMotion += (end - start).len(); start = end; break; } } if (count == sMoveRetryCount) { // Failed to move start = initialPosition; mVelocity.set(0.0f, 0.0f, 0.0f); } return start; }