#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
120 lines
3.3 KiB
C++
120 lines
3.3 KiB
C++
#include "SM_FhObject.h"
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#include "MT_MinMax.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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void SM_FhObject::ray_hit(void *client_data,
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void *client_object1,
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void *client_object2,
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const DT_CollData *coll_data) {
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SM_Object *hit_object = (SM_Object *)client_object1;
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const SM_MaterialProps *matProps = hit_object->getMaterialProps();
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if ((matProps == 0) || (matProps->m_fh_distance < MT_EPSILON)) {
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return;
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}
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SM_FhObject *fh_object = (SM_FhObject *)client_object2;
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SM_Object *cl_object = fh_object->getClientObject();
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if (hit_object == cl_object) {
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// Shot myself in the foot...
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return;
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}
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const SM_ShapeProps *shapeProps = cl_object->getShapeProps();
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// Exit if the client object is not dynamic.
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if (shapeProps == 0) {
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return;
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}
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MT_Point3 lspot;
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MT_Vector3 normal;
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if (DT_ObjectRayTest(hit_object->getObjectHandle(),
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fh_object->getPosition().getValue(),
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fh_object->getSpot().getValue(),
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lspot.getValue(), normal.getValue())) {
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const MT_Vector3& ray_dir = fh_object->getRayDirection();
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MT_Scalar dist = MT_distance(fh_object->getPosition(),
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hit_object->getWorldCoord(lspot)) -
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cl_object->getMargin();
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normal.normalize();
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if (dist < matProps->m_fh_distance) {
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if (shapeProps->m_do_fh) {
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MT_Vector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocity(lspot);
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MT_Scalar rel_vel_ray = ray_dir.dot(rel_vel);
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MT_Scalar spring_extent = 1.0 - dist / matProps->m_fh_distance;
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MT_Scalar i_spring = spring_extent * matProps->m_fh_spring;
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MT_Scalar i_damp = rel_vel_ray * matProps->m_fh_damping;
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cl_object->addLinearVelocity(-(i_spring + i_damp) * ray_dir);
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if (matProps->m_fh_normal) {
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cl_object->addLinearVelocity(
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(i_spring + i_damp) *
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(normal - normal.dot(ray_dir) * ray_dir));
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}
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MT_Vector3 lateral = rel_vel - rel_vel_ray * ray_dir;
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const SM_ShapeProps *shapeProps = cl_object->getShapeProps();
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if (shapeProps->m_do_anisotropic) {
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MT_Matrix3x3 lcs(cl_object->getOrientation());
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MT_Vector3 loc_lateral = lateral * lcs;
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const MT_Vector3& friction_scaling =
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shapeProps->m_friction_scaling;
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loc_lateral.scale(friction_scaling[0],
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friction_scaling[1],
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friction_scaling[2]);
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lateral = lcs * loc_lateral;
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}
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MT_Scalar rel_vel_lateral = lateral.length();
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if (rel_vel_lateral > MT_EPSILON) {
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MT_Scalar friction_factor = matProps->m_friction;
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MT_Scalar max_friction = friction_factor * MT_max(0.0, i_spring);
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MT_Scalar rel_mom_lateral = rel_vel_lateral /
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cl_object->getInvMass();
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MT_Vector3 friction =
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(rel_mom_lateral > max_friction) ?
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-lateral * (max_friction / rel_vel_lateral) :
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-lateral;
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cl_object->applyCenterImpulse(friction);
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}
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}
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if (shapeProps->m_do_rot_fh) {
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const double *ogl_mat = cl_object->getMatrix();
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MT_Vector3 up(&ogl_mat[8]);
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MT_Vector3 t_spring = up.cross(normal) * matProps->m_fh_spring;
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MT_Vector3 ang_vel = cl_object->getAngularVelocity();
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// only rotations that tilt relative to the normal are damped
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ang_vel -= ang_vel.dot(normal) * normal;
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MT_Vector3 t_damp = ang_vel * matProps->m_fh_damping;
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cl_object->addAngularVelocity(t_spring - t_damp);
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}
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}
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}
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}
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