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#include "cssysdef.h"
#include "qsqrt.h"
#include "csphyzik/phyziks.h"
#include "cstso.h"
#include "iengine/mesh.h"
#include "iengine/movable.h"
#include "imesh/object.h"
#include "iengine/sector.h"
#include "phyztest.h"
#include "ivaria/polymesh.h"
extern ctWorld phyz_world;
extern Phyztest *Sys;
static ctCollidingContact contact_heap[1024]; // no more than that
static int contact_heap_index = 0;
csRigidSpaceTimeObj *csRigidSpaceTimeObj::space_time_continuum[ MAX_SPACE_TIME_NUM ];
long csRigidSpaceTimeObj::continuum_end = 0;
// hideously inefficient collision detection/response algorithm
// just wanted to see some stuff bouncing around for now.
csSpaceTimeObj::csSpaceTimeObj ()
{
// space_time_continuum[continuum_end++] = this;
//what_type = ST_SPACETIME;
}
csRigidSpaceTimeObj::~csRigidSpaceTimeObj ()
{
col->DecRef ();
}
csRigidSpaceTimeObj::csRigidSpaceTimeObj (iCollideSystem* cdsys, iMeshWrapper *psprt,
ctRigidBody *prb)
{
space_time_continuum[continuum_end++] = this;
// what_type = ST_SPACETIME;
// col = pcollide;
sprt = psprt;
rb = prb;
iPolygonMesh* mesh = SCF_QUERY_INTERFACE (sprt->GetMeshObject (), iPolygonMesh);
col = new csColliderWrapper (sprt->QueryObject (), cdsys, mesh);
mesh->DecRef ();
what_type = ST_RIGID;
}
void set_no_rewind (ctEntity *ppe)
{
ppe->set_rewind (false);
}
void csRigidSpaceTimeObj::evolve_system (real t1, real t2, ctWorld *time_world,
iEngine *space_engine)
{
(void) space_engine;
real ta, tb;
ta = t1;
tb = t2;
// don't take any time-steps greater than .1 s
// otherwise things get kinda unstable. Could probably even be safe with .05
while (ta < t2)
{
if (tb - ta > 0.1)
tb = ta + 0.1;
time_world->evolve (ta, tb);
ta = tb;
tb = t2;
}
update_space ();
}
void csRigidSpaceTimeObj::update_space ()
{
ctVector3 new_p;
csMatrix3 m;
ctMatrix3 M;
csRigidSpaceTimeObj *sto;
int i;
for (i = 0; i < continuum_end; i++)
{
sto = space_time_continuum[i];
new_p = sto->rb->get_pos ();
sto->sprt->GetMovable ()->SetPosition (new_p);
M = sto->rb->get_R (); // get orientation for this link
// ctMatrix3 and csMatrix3 not directly compatable yet
m.Set (M[0][0], M[0][1], M[0][2],
M[1][0], M[1][1], M[1][2],
M[2][0], M[2][1], M[2][2]); // set orientation of mesh
sto->sprt->GetMovable ()->SetTransform (m);
sto->sprt->GetMovable ()->UpdateMove ();
}
}
real csRigidSpaceTimeObj::collision_check ()
{
csColliderWrapper *coli;
//csMeshWrapper *sprt;
iSector* first_sector;
//csThing* thng;
ctMatrix3 M;
csMatrix3 m;
csVector3 n;
csVector3 x;
csVector3 trime;
real max_depth;
real current_depth;
csOrthoTransform tfm;
ctCollidingContact *this_contact;
//ctCollidingContact *prev_contact;
csCollisionPair *CD_contact = NULL;
//bool hit_found;
max_depth = 0;
int i;
for (i = 0; i < continuum_end; i++)
{
first_sector = space_time_continuum[i]->sprt->GetMovable ()->
GetSectors ()->Get (0);
// Start collision detection.
coli = space_time_continuum[i]->col;
iCollideSystem* cdsys = coli->GetCollideSystem ();
cdsys->ResetCollisionPairs ();
cdsys->SetOneHitOnly (false);
// for (; num_sectors-- ;)
M = space_time_continuum[i]->rb->get_world_to_this ();
m.Set (M[0][0], M[0][1], M[0][2],
M[1][0], M[1][1], M[1][2],
M[2][0], M[2][1], M[2][2]); // orientation of mesh
// hits += CollisionDetect (coli, first_sector, &m);
x = space_time_continuum[i]->rb->get_pos ();
// this IS a transformaition from other to this space.
tfm.SetO2T (m);
// NOT a traslation from other space to this space. Actually opposite.
tfm.SetO2TTranslation (x);
// Check collision with this sector.
cdsys->ResetCollisionPairs ();
if (first_sector)
{
// thng = first_sector->GetMesh ("walls");
coli->Collide (first_sector->QueryObject (), &tfm);
CD_contact = cdsys->GetCollisionPairs ();
}
space_time_continuum[i]->num_collisions = cdsys->GetCollisionPairCount ();
space_time_continuum[i]->contact = NULL;
contact_heap_index = 0;
// determine type of collision and penetration depth
if (space_time_continuum[i]->num_collisions == 0)
{
// no collision
}
else
{
//IMPORTANT: turn NOREWIND off if there is a collision!
space_time_continuum[i]->rb->flags &= (~CTF_NOREWIND);
this_contact = &(contact_heap [contact_heap_index]);
this_contact->next = NULL;
int acol;
for (acol = 0; acol < cdsys->GetCollisionPairCount (); acol++)
{
space_time_continuum[i]->cd_contact[acol] = CD_contact[acol];
// here is where the body hit should be recorded as well
// NULL means we hit an immovable object, like a wall
this_contact->body_a = space_time_continuum[i]->rb;
this_contact->body_b = NULL;
this_contact->restitution = 0.75;
csCollisionPair& cd = CD_contact [acol];
n = ((cd.b2-cd.a2)%(cd.c2-cd.b2)).Unit ();
this_contact->n = n;
// just one collision at a time here.
// this_contact->next = NULL;
/* // ignore ojbects that aren't really moving towards collision.
// they may "seep" though floor.
if (fabs (space_time_continuum[i]->rb->get_v () * this_contact->n) < MIN_REAL*1000.0)
return 0;
*/
// check each point of this triangle to see which penetrated the most
int j;
for (j = 0; j < 3 ; j++)
{
if (j == 0)
trime = tfm.This2Other (cd.a1);
else if (j == 1)
trime = tfm.This2Other (cd.b1);
else
trime = tfm.This2Other (cd.c1);
current_depth = -(trime - cd.a2)*n;
// this is the collision point
if (current_depth > max_depth)
max_depth = current_depth;
if (current_depth > 0.0)
{
this_contact->contact_p = trime;
ctCollidingContact *chk = space_time_continuum[i]->contact;
bool duplicate = false;
while (chk != NULL && !duplicate)
{
if (chk->contact_p[0] == this_contact->contact_p[0] &&
chk->contact_p[1] == this_contact->contact_p[1] &&
chk->contact_p[2] == this_contact->contact_p[2])
duplicate = true;
chk = chk->next;
}
if (!duplicate)
{
this_contact->next = space_time_continuum[i]->contact;
space_time_continuum[i]->contact = this_contact;
this_contact = &(contact_heap[++contact_heap_index]);
this_contact->body_a = space_time_continuum[i]->rb;
this_contact->body_b = NULL;
this_contact->restitution = space_time_continuum[i]->contact->restitution;
this_contact->n = space_time_continuum[i]->contact->n;
}
// add collision point to other object as well, here
}
}
}
}
}
return qsqrt (max_depth);
}
void csRigidSpaceTimeObj::collision_response ()
{
csRigidSpaceTimeObj *sto;
int i;
for (i = 0; i < continuum_end; i++)
{
sto = space_time_continuum[i];
if (sto->num_collisions > 0 && sto->contact != NULL)
{
// sto->rb->resolve_collision (sto->contact);
phyz_world.resolve_collision (sto->contact);
}
}
}
// check for a catastrophe and return a real indicating the "magnitude"
// of the worst (bigger number) catastrophe. Return 0 for no catastrophe
real ctLameCollisionCatastrophe::check_catastrophe ()
{
return csRigidSpaceTimeObj::collision_check ();
}
// take care of the catastrophe so that when integrated forward that
// catasrophe will not exist.
void ctLameCollisionCatastrophe::handle_catastrophe ()
{
csRigidSpaceTimeObj::collision_response ();
}
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