예제 #1
0
파일: staticShape.cpp 프로젝트: Duion/GMK
//.logicking >>
void StaticShape::updatePhysics()
{
	SAFE_DELETE(mPhysicsRep);
	if ( PHYSICSMGR)
	{
		mShapeInstance->animate();

		// Get the interior collision geometry.
		ConcretePolyList polylist;
		if (buildPolyList(PLC_Collision, &polylist, getWorldBox(), getWorldSphere()))
		{
			polylist.triangulate();

			PhysicsCollision *colShape = PHYSICSMGR->createCollision();
			colShape->addTriangleMesh( polylist.mVertexList.address(), 
				polylist.mVertexList.size(),
				polylist.mIndexList.address(),
				polylist.mIndexList.size() / 3,
				MatrixF::Identity );

			PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
			mPhysicsRep = PHYSICSMGR->createBody();
			//.hack - set kinematic flag to prevent crash on deleting static shape in character sweep(deleting Doors)
			mPhysicsRep->init( colShape, 0, PhysicsBody::BF_KINEMATIC, this, world );
		}
		if (isServerObject())
			setMaskBits(PhysicsMask);
	}
}
예제 #2
0
void ForestCell::buildPhysicsRep( Forest *forest )
{   
   AssertFatal( isLeaf(), "ForestCell::buildPhysicsRep() - This shouldn't be called on non-leaf cells!" );

   bool isServer = forest->isServerObject();

   // Already has a PhysicsBody, if it needed to be rebuilt it would
   // already be null.
   if ( mPhysicsRep[ isServer ] )
      return;   

   if ( !PHYSICSMGR )
      return;

   PhysicsCollision *colShape = NULL;

   // If we can steal the collision shape from the server-side cell   
   // then do so as it saves us alot of cpu time and memory.
   if ( mPhysicsRep[ 1 ] )
   {      
      colShape = mPhysicsRep[ 1 ]->getColShape();
   }
   else
   {
      // We must pass a sphere to buildPolyList but it is not used.
      const static SphereF dummySphere( Point3F::Zero, 0 );       

      // Step thru them and build collision data.
      ForestItemVector::iterator itemItr = mItems.begin();
      ConcretePolyList polyList;
      for ( ; itemItr != mItems.end(); itemItr++ )
      {
         const ForestItem &item = *itemItr;
         const ForestItemData *itemData = item.getData();
         
         // If not collidable don't need to build anything.
         if ( !itemData->mCollidable )
            continue;

         // TODO: When we add breakable tree support this is where
         // we would need to store their collision data seperately.

         item.buildPolyList( &polyList, item.getWorldBox(), dummySphere );

         // TODO: Need to support multiple collision shapes
         // for really big forests at some point in the future.
      }

      if ( !polyList.isEmpty() )
      {
         colShape = PHYSICSMGR->createCollision();
         if ( !colShape->addTriangleMesh( polyList.mVertexList.address(),
                                          polyList.mVertexList.size(),
                                          polyList.mIndexList.address(),
                                          polyList.mIndexList.size() / 3,
                                          MatrixF::Identity ) )
         {
            SAFE_DELETE( colShape );
         }
      }
   }

   // We might not have any trees.
   if ( !colShape )
      return;

   PhysicsWorld *world = PHYSICSMGR->getWorld( isServer ? "server" : "client" );
   mPhysicsRep[ isServer ] = PHYSICSMGR->createBody();
   mPhysicsRep[ isServer ]->init( colShape, 0, 0, forest, world );
}
예제 #3
0
PhysicsCollision* CollisionComponent::buildColShapes()
{
   PROFILE_SCOPE(CollisionComponent_buildColShapes);

   PhysicsCollision *colShape = NULL;
   U32 surfaceKey = 0;

   TSShape* shape = mOwnerRenderInterface->getShape();

   if (mCollisionType == VisibleMesh)
   {
      // Here we build triangle collision meshes from the
      // visible detail levels.

      // A negative subshape on the detail means we don't have geometry.
      const TSShape::Detail &detail = shape->details[0];
      if (detail.subShapeNum < 0)
         return NULL;

      // We don't try to optimize the triangles we're given
      // and assume the art was created properly for collision.
      ConcretePolyList polyList;
      polyList.setTransform(&MatrixF::Identity, mOwner->getScale());

      // Create the collision meshes.
      S32 start = shape->subShapeFirstObject[detail.subShapeNum];
      S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
      for (S32 o = start; o < end; o++)
      {
         const TSShape::Object &object = shape->objects[o];
         if (detail.objectDetailNum >= object.numMeshes)
            continue;

         // No mesh or no verts.... nothing to do.
         TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
         if (!mesh || mesh->mNumVerts == 0)
            continue;

         // Gather the mesh triangles.
         polyList.clear();
         mesh->buildPolyList(0, &polyList, surfaceKey, NULL);

         // Create the collision shape if we haven't already.
         if (!colShape)
            colShape = PHYSICSMGR->createCollision();

         // Get the object space mesh transform.
         MatrixF localXfm;
         shape->getNodeWorldTransform(object.nodeIndex, &localXfm);

         colShape->addTriangleMesh(polyList.mVertexList.address(),
            polyList.mVertexList.size(),
            polyList.mIndexList.address(),
            polyList.mIndexList.size() / 3,
            localXfm);
      }

      // Return what we built... if anything.
      return colShape;
   }
   else if (mCollisionType == CollisionMesh)
   {

      // Scan out the collision hulls...
      //
      // TODO: We need to support LOS collision for physics.
      //
      for (U32 i = 0; i < shape->details.size(); i++)
      {
         const TSShape::Detail &detail = shape->details[i];
         const String &name = shape->names[detail.nameIndex];

         // Is this a valid collision detail.
         if (!dStrStartsWith(name, colisionMeshPrefix) || detail.subShapeNum < 0)
            continue;

         // Now go thru the meshes for this detail.
         S32 start = shape->subShapeFirstObject[detail.subShapeNum];
         S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
         if (start >= end)
            continue;

         for (S32 o = start; o < end; o++)
         {
            const TSShape::Object &object = shape->objects[o];
            const String &meshName = shape->names[object.nameIndex];

            if (object.numMeshes <= detail.objectDetailNum)
               continue;

            // No mesh, a flat bounds, or no verts.... nothing to do.
            TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
            if (!mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0)
               continue;

            // We need the default mesh transform.
            MatrixF localXfm;
            shape->getNodeWorldTransform(object.nodeIndex, &localXfm);

            // We have some sort of collision shape... so allocate it.
            if (!colShape)
               colShape = PHYSICSMGR->createCollision();

            // Any other mesh name we assume as a generic convex hull.
            //
            // Collect the verts using the vertex polylist which will 
            // filter out duplicates.  This is importaint as the convex
            // generators can sometimes fail with duplicate verts.
            //
            VertexPolyList polyList;
            MatrixF meshMat(localXfm);

            Point3F t = meshMat.getPosition();
            t.convolve(mOwner->getScale());
            meshMat.setPosition(t);

            polyList.setTransform(&MatrixF::Identity, mOwner->getScale());
            mesh->buildPolyList(0, &polyList, surfaceKey, NULL);
            colShape->addConvex(polyList.getVertexList().address(),
               polyList.getVertexList().size(),
               meshMat);
         } // objects
      } // details
   }

   return colShape;
}