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