6e8fbca745
match the genesis editor version 1.3.0.653.
328 lines
10 KiB
C++
328 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#if __USE_PHYSX__ || __GENESIS_EDITOR__
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#include "stdneb.h"
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#include "physXfeature/PhysicsBodyComponent.h"
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#include "physicsCore/PhysicsDynamic.h"
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namespace App
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{
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class PhysicsBodyComponentSerialization
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{
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public:
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PhysicsBodyComponentSerialization( const PhysicsBodyComponent* pComponent );
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public:
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void Load( Version ver, AppReader* pReader );
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void Load_1( AppReader* pReader );
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void Load_2( AppReader* pReader );
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void Load_3( AppReader* pReader );
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void Load_4( AppReader* pReader );
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void Save( AppWriter* pWriter );
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protected:
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const PhysicsBodyComponent* m_Object;
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};
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#define DEFINE_SERIAL_ITEM_NAME(name) static const char* s_##name = #name
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DEFINE_SERIAL_ITEM_NAME(Mass);
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DEFINE_SERIAL_ITEM_NAME(LinearDamping);
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DEFINE_SERIAL_ITEM_NAME(AngularDamping);
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DEFINE_SERIAL_ITEM_NAME(LinearVelocity);
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DEFINE_SERIAL_ITEM_NAME(AngularVelocity);
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DEFINE_SERIAL_ITEM_NAME(MaxAngularVelocity);
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DEFINE_SERIAL_ITEM_NAME(UseGravity);
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DEFINE_SERIAL_ITEM_NAME(Kinematic);
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DEFINE_SERIAL_ITEM_NAME(Dynamic);
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DEFINE_SERIAL_ITEM_NAME(CDMode);
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DEFINE_SERIAL_ITEM_NAME(XPosFreeze);
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DEFINE_SERIAL_ITEM_NAME(YPosFreeze);
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DEFINE_SERIAL_ITEM_NAME(ZPosFreeze);
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DEFINE_SERIAL_ITEM_NAME(XRotFreeze);
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DEFINE_SERIAL_ITEM_NAME(YRotFreeze);
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DEFINE_SERIAL_ITEM_NAME(ZRotFreeze);
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DEFINE_SERIAL_ITEM_NAME(ConstForce);
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DEFINE_SERIAL_ITEM_NAME(LocalConstForce);
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DEFINE_SERIAL_ITEM_NAME(ConstTorque);
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DEFINE_SERIAL_ITEM_NAME(LocalConstTorque);
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DEFINE_SERIAL_ITEM_NAME(ConstLinearVel);
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DEFINE_SERIAL_ITEM_NAME(ConstAngularVel);
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DEFINE_SERIAL_ITEM_NAME(Position);
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DEFINE_SERIAL_ITEM_NAME(Rotation);
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//------------------------------------------------------------------------
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PhysicsBodyComponentSerialization::PhysicsBodyComponentSerialization(const PhysicsBodyComponent* pComponent)
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: m_Object(pComponent)
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{
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}
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//------------------------------------------------------------------------
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inline void PhysicsBodyComponentSerialization::Load( Version ver, AppReader* pReader )
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{
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if ( 1 == ver )
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{
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Load_1(pReader);
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}
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else if ( 2 == ver )
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{
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Load_2(pReader);
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}
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else if ( 3 == ver )
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{
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Load_3(pReader);
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}
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else if ( 4 == ver )
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{
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Load_4(pReader);
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}
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else
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{
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n_error(" PhysicsBodyComponentSerialization::Load unknonw version " );
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}
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}
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//------------------------------------------------------------------------
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void PhysicsBodyComponentSerialization::Load_1(AppReader* pReader)
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{
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PhysicsBodyComponent* pComponent = const_cast<PhysicsBodyComponent*>(m_Object);
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GPtr<PhysicsEntity> pEntity = pComponent->GetEntity();
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if ( !pEntity.isvalid() )
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{
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return;
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}
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bool _bUseGrav, _bKinematic;
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Math::scalar _linearDamping, _angularDamping, tempScalar;
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Math::float3 _linearVel, _angularVel;
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unsigned int tempUint;
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pReader->SerializeFloat(s_Mass,tempScalar);
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pReader->SerializeFloat(s_LinearDamping,_linearDamping);
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pReader->SerializeFloat(s_AngularDamping,_angularDamping);
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pReader->SerializeFloat3(s_LinearVelocity,_linearVel);
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pReader->SerializeFloat3(s_AngularVelocity,_angularVel);
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pReader->SerializeBool(s_UseGravity,_bUseGrav);
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pReader->SerializeBool(s_Kinematic,_bKinematic);
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if ( pEntity->GetType() == PHYSICSDYNAMIC )
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{
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GPtr<PhysicsDynamic> _pDynamic = pEntity.downcast<PhysicsDynamic>();
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_pDynamic->SetLinearDamping(_linearDamping);
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_pDynamic->SetAngularDamping(_angularDamping);
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_pDynamic->SetLinearVelocity(_linearVel);
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_pDynamic->SetAngularVelocity(_angularVel);
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_pDynamic->SetUseGravity(_bUseGrav);
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_pDynamic->SetKinematic(_bKinematic);
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}
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pReader->SerializeBool(s_Dynamic,_bUseGrav);
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pReader->SerializeUInt(s_CDMode,tempUint);
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}
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//------------------------------------------------------------------------
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void PhysicsBodyComponentSerialization::Load_2( AppReader* pReader )
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{
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Load_1(pReader);
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PhysicsBodyComponent* pComponent = const_cast<PhysicsBodyComponent*>(m_Object);
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GPtr<PhysicsEntity> pEntity = pComponent->GetEntity();
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if ( !pEntity.isvalid() )
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{
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return;
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}
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bool XPosF = false;
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bool YPosF = false;
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bool ZPosF = false;
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bool XRotF = false;
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bool YRotF = false;
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bool ZRotF = false;
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Math::float4 constForce;
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Math::float4 localConstForce;
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Math::float4 constTorque;
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Math::float4 localConstTorque;
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pReader->SerializeBool(s_XPosFreeze ,XPosF);
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pReader->SerializeBool(s_YPosFreeze ,YPosF);
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pReader->SerializeBool(s_ZPosFreeze ,ZPosF);
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pReader->SerializeBool(s_XRotFreeze ,XRotF);
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pReader->SerializeBool(s_YRotFreeze ,YRotF);
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pReader->SerializeBool(s_ZRotFreeze ,ZRotF);
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pReader->SerializeFloat4(s_ConstForce,constForce);
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pReader->SerializeFloat4(s_LocalConstForce,localConstForce);
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pReader->SerializeFloat4(s_ConstTorque,constTorque);
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pReader->SerializeFloat4(s_LocalConstTorque,localConstTorque);
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if ( pEntity->GetType() == PHYSICSDYNAMIC )
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{
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GPtr<PhysicsDynamic> _pDynamic = pEntity.downcast<PhysicsDynamic>();
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_pDynamic->SetConstantForce(Math::float3(constForce.x(),constForce.y(),constForce.z()));
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_pDynamic->SetConstantTorques(Math::float3(constTorque.x(),constTorque.y(),constTorque.z()));
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}
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}
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//------------------------------------------------------------------------
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void PhysicsBodyComponentSerialization::Load_3( AppReader* pReader )
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{
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Load_2(pReader);
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PhysicsBodyComponent* pComponent = const_cast<PhysicsBodyComponent*>(m_Object);
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Math::vector pos;
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Math::quaternion qua;
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pReader->SerializeFloat4(s_Position,pos);
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pReader->SerializeQuaternion(s_Rotation,qua);
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}
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void PhysicsBodyComponentSerialization::Load_4( AppReader* pReader )
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{
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PhysicsBodyComponent* pComponent = const_cast<PhysicsBodyComponent*>(m_Object);
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bool _bUseGrav, _bKinematic, _bDynamic;
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Math::scalar _linearDamping, _angularDamping, tempScalar;
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Math::float3 _linearVel, _angularVel;
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pReader->SerializeFloat(s_Mass,tempScalar);
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pReader->SerializeFloat(s_LinearDamping,_linearDamping);
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pReader->SerializeFloat(s_AngularDamping,_angularDamping);
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pReader->SerializeFloat3(s_LinearVelocity,_linearVel);
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pReader->SerializeFloat3(s_AngularVelocity,_angularVel);
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pReader->SerializeBool(s_UseGravity,_bUseGrav);
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pReader->SerializeBool(s_Kinematic,_bKinematic);
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pReader->SerializeBool(s_Dynamic,_bDynamic);
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Math::float4 constForce;
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Math::float4 constTorque;
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Math::float4 constLinearVel;
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Math::float4 constAngularVel;
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pReader->SerializeFloat4(s_ConstForce,constForce);
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pReader->SerializeFloat4(s_ConstTorque,constTorque);
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pReader->SerializeFloat4(s_ConstLinearVel,constLinearVel);
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pReader->SerializeFloat4(s_ConstAngularVel,constAngularVel);
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GPtr<PhysicsEntity> pEntity = pComponent->GetEntity();
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if ( !pEntity.isvalid() )
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{
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if (_bDynamic)
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{
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pEntity = pComponent->CreateEntity(PHYSICSDYNAMIC);
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}
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else
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{
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pEntity = pComponent->CreateEntity(PHYSICSSTATIC);
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}
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}
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if ( pEntity->GetType() == PHYSICSDYNAMIC )
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{
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GPtr<PhysicsDynamic> _pDynamic = pEntity.downcast<PhysicsDynamic>();
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_pDynamic->SetLinearDamping(_linearDamping);
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_pDynamic->SetAngularDamping(_angularDamping);
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_pDynamic->SetLinearVelocity(_linearVel);
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_pDynamic->SetAngularVelocity(_angularVel);
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_pDynamic->SetUseGravity(_bUseGrav);
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_pDynamic->SetKinematic(_bKinematic);
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_pDynamic->SetConstantForce(Math::float3(constForce.x(),constForce.y(),constForce.z()));
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_pDynamic->SetConstantTorques(Math::float3(constTorque.x(),constTorque.y(),constTorque.z()));
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_pDynamic->SetConstantVelocity(Math::float3(constLinearVel.x(),constLinearVel.y(),constLinearVel.z()));
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_pDynamic->SetConstantAngularVel(Math::float3(constAngularVel.x(),constAngularVel.y(),constAngularVel.z()));
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}
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Math::vector pos;
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Math::quaternion qua;
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pReader->SerializeFloat4(s_Position,pos);
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pReader->SerializeQuaternion(s_Rotation,qua);
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}
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//------------------------------------------------------------------------
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void PhysicsBodyComponentSerialization::Save(AppWriter* pSerialize)
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{
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}
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}
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namespace App
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{
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//------------------------------------------------------------------------
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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Version PhysicsBodyComponent::GetVersion() const
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{
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return 7;
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}
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//------------------------------------------------------------------------
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// @ISerialization::Load
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void PhysicsBodyComponent::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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pReader->SerializeSuper<Super>(this, args);
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if ( ver < 5 )
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{
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PhysicsBodyComponentSerialization Serialize(this);
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Serialize.Load( ver, pReader );
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}
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else
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{
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//
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uint _type = PHYSICSNONE;
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pReader->SerializeUInt("Type", _type);
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GPtr<PhysicsEntity> _entity = CreateEntity((PhysicsType)_type);
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if ( _entity.isvalid() )
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{
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_entity->Load(ver,pReader);
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}
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}
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}
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//------------------------------------------------------------------------
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// @ISerialization::Save
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void PhysicsBodyComponent::Save( AppWriter* pWriter ) const
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{
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pWriter->SerializeSuper<Super>(this);
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if ( m_pPhysXActor.isvalid() )
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{
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pWriter->SerializeUInt("Type", m_pPhysXActor->GetType());
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m_pPhysXActor->Save(pWriter);
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}
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else
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{
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pWriter->SerializeUInt("Type", PHYSICSNONE);
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}
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}
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}
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#endif //__USE_PHYSX__
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