//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENE_H_ #define _SCENE_H_ #ifndef _MMATH_H_ #include "math/mMath.h" #endif #ifndef _VECTOR2_H_ #include "2d/core/Vector2.h" #endif #ifndef _NETOBJECT_H_ #include "network/netObject.h" #endif #ifndef _TICKABLE_H_ #include "platform/Tickable.h" #endif #ifndef _PHYSICS_PROXY_H_ #include "2d/scene/PhysicsProxy.h" #endif #ifndef _WORLD_QUERY_H_ #include "2d/scene/WorldQuery.h" #endif #ifndef _DEBUG_DRAW_H_ #include "2d/scene/DebugDraw.h" #endif #ifndef _HASHTABLE_H_ #include "collection/hashTable.h" #endif #ifndef _BATCH_RENDER_H_ #include "2d/core/BatchRender.h" #endif #ifndef _SCENE_RENDER_QUEUE_H_ #include "2d/scene/SceneRenderQueue.h" #endif #ifndef _SCENE_RENDER_OBJECT_H_ #include "2d/scene/SceneRenderObject.h" #endif #ifndef _BEHAVIOR_COMPONENT_H_ #include "component/behaviors/behaviorComponent.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif //----------------------------------------------------------------------------- extern EnumTable jointTypeTable; ///----------------------------------------------------------------------------- class SceneObject; class SceneWindow; ///----------------------------------------------------------------------------- struct tDeleteRequest { SimObjectId mObjectId; SceneObject* mpSceneObject; bool mSafeDeleteReady; }; ///----------------------------------------------------------------------------- struct TickContact { TickContact() { initialize( NULL, NULL, NULL, NULL, NULL ); } void initialize( b2Contact* pContact, SceneObject* pSceneObjectA, SceneObject* pSceneObjectB, b2Fixture* pFixtureA, b2Fixture* pFixtureB ) { mpContact = pContact; mpSceneObjectA = pSceneObjectA; mpSceneObjectB = pSceneObjectB; mpFixtureA = pFixtureA; mpFixtureB = pFixtureB; // Get world manifold. if ( mpContact != NULL ) { mPointCount = pContact->GetManifold()->pointCount; mpContact->GetWorldManifold( &mWorldManifold ); } else { mPointCount = 0; } // Reset impulses. for (U32 i = 0; i < b2_maxManifoldPoints; i++) { mNormalImpulses[i] = 0; mTangentImpulses[i] = 0; } } inline SceneObject* getCollideWith( SceneObject* pMe ) const { return pMe == mpSceneObjectA ? mpSceneObjectB : mpSceneObjectA; } inline b2Fixture* getCollideWithFixture( b2Fixture* pMe ) const { return pMe == mpFixtureA ? mpFixtureB : mpFixtureA; } b2Contact* mpContact; SceneObject* mpSceneObjectA; SceneObject* mpSceneObjectB; b2Fixture* mpFixtureA; b2Fixture* mpFixtureB; U32 mPointCount; b2WorldManifold mWorldManifold; F32 mNormalImpulses[b2_maxManifoldPoints]; F32 mTangentImpulses[b2_maxManifoldPoints]; }; ///----------------------------------------------------------------------------- class Scene : public BehaviorComponent, public TamlChildren, public PhysicsProxy, public b2ContactListener, public b2DestructionListener, public virtual Tickable { public: typedef HashMap typeJointHash; typedef HashMap typeReverseJointHash; typedef Vector typeDeleteVector; typedef Vector typeContactVector; typedef HashMap typeContactHash; typedef Vector*> typeAssetPtrVector; /// Scene Debug Options. enum DebugOption { SCENE_DEBUG_INVALID, /// SCENE_DEBUG_METRICS = BIT(0), SCENE_DEBUG_FPS_METRICS = BIT(1), SCENE_DEBUG_CONTROLLERS = BIT(2), SCENE_DEBUG_JOINTS = BIT(3), SCENE_DEBUG_WIREFRAME_RENDER = BIT(4), SCENE_DEBUG_AUDIO_SOURCES = BIT(5), /// SCENE_DEBUG_AABB = BIT(16), SCENE_DEBUG_OOBB = BIT(17), SCENE_DEBUG_SLEEP = BIT(18), SCENE_DEBUG_COLLISION_SHAPES = BIT(19), SCENE_DEBUG_POSITION_AND_COM = BIT(20), SCENE_DEBUG_SORT_POINTS = BIT(21), }; /// Pick mode. enum PickMode { PICK_INVALID, ///--- PICK_ANY, PICK_AABB, PICK_OOBB, PICK_COLLISION, }; /// Debug drawing. DebugDraw mDebugDraw; private: typedef BehaviorComponent Parent; typedef SceneObject Children; /// World. b2World* mpWorld; WorldQuery* mpWorldQuery; b2Vec2 mWorldGravity; S32 mVelocityIterations; S32 mPositionIterations; b2BlockAllocator mBlockAllocator; b2Body* mpGroundBody; /// Scene occupancy. typeSceneObjectVector mSceneObjects; typeSceneObjectVector mTickedSceneObjects; /// Joint access. typeJointHash mJoints; typeReverseJointHash mReverseJoints; S32 mJointMasterId; /// Scene controllers. SimObjectPtr mControllers; /// Asset pre-loads. typeAssetPtrVector mAssetPreloads; /// Scene time. F32 mSceneTime; bool mScenePause; /// Debug and metrics. DebugStats mDebugStats; U32 mDebugMask; SceneObject* mpDebugSceneObject; /// Layer sorting and draw order. SceneRenderQueue::RenderSort mLayerSortModes[MAX_LAYERS_SUPPORTED]; /// Batch rendering. BatchRender mBatchRenderer; /// Window rendering. SceneWindow* mpCurrentRenderWindow; /// Window attachments. SimSet mAttachedSceneWindows; /// Delete requests. typeDeleteVector mDeleteRequests; typeDeleteVector mDeleteRequestsTemp; /// Miscellaneous. S32 mIsEditorScene; bool mUpdateCallback; bool mRenderCallback; typeContactHash mBeginContacts; typeContactVector mEndContacts; U32 mSceneIndex; private: /// Contacts. void forwardContacts( void ); void dispatchBeginContactCallbacks( void ); void dispatchEndContactCallbacks( void ); /// Joint definition. struct CommonJointDefinition { CommonJointDefinition() { jointType = e_unknownJoint; collideConnected = false; pSceneObjectA = NULL; pSceneObjectB = NULL; localAnchorA = b2Vec2_zero; localAnchorB = b2Vec2_zero; } b2JointType jointType; bool collideConnected; SceneObject* pSceneObjectA; SceneObject* pSceneObjectB; b2Vec2 localAnchorA; b2Vec2 localAnchorB; }; protected: /// Taml callbacks. virtual void onTamlPreRead( void ); virtual void onTamlPostRead( const TamlCustomNodes& customNodes ); virtual void onTamlCustomWrite( TamlCustomNodes& customNodes ); virtual void onTamlCustomRead( const TamlCustomNodes& customNodes ); public: Scene(); virtual ~Scene(); /// Engine. virtual bool onAdd(); virtual void onRemove(); virtual void onDeleteNotify( SimObject* object ); static void initPersistFields(); /// Contact processing. virtual void PreSolve( b2Contact* pContact, const b2Manifold* pOldManifold ) {} virtual void PostSolve( b2Contact* pContact, const b2ContactImpulse* pImpulse ); virtual void BeginContact( b2Contact* pContact ); virtual void EndContact( b2Contact* pContact ); const typeContactHash& getBeginContacts( void ) const { return mBeginContacts; } const typeContactVector& getEndContacts( void ) const { return mEndContacts; } /// Integration. virtual void processTick(); virtual void interpolateTick( F32 delta ); virtual void advanceTime( F32 timeDelta ) {}; /// Render output. void sceneRender( const SceneRenderState* pSceneRenderState ); /// World. inline b2World* getWorld( void ) const { return mpWorld; } inline WorldQuery* getWorldQuery( const bool clearQuery = false ) { if ( clearQuery ) mpWorldQuery->clearQuery(); return mpWorldQuery; } b2BlockAllocator* getBlockAllocator( void ) { return &mBlockAllocator; } inline b2Body* getGroundBody( void ) const { return mpGroundBody; } virtual ePhysicsProxyType getPhysicsProxyType( void ) const { return PhysicsProxy::PHYSIC_PROXY_GROUNDBODY; } void setGravity( const b2Vec2& gravity ) { mWorldGravity = gravity; if (mpWorld) mpWorld->SetGravity( gravity ); } inline b2Vec2 getGravity( void ) { if (mpWorld) mWorldGravity = mpWorld->GetGravity(); return mWorldGravity; } inline void setVelocityIterations( const S32 iterations ) { mVelocityIterations = iterations; } inline S32 getVelocityIterations( void ) const { return mVelocityIterations; } inline void setPositionIterations( const S32 iterations ) { mPositionIterations = iterations; } inline S32 getPositionIterations( void ) const { return mPositionIterations; } /// Scene occupancy. void clearScene( bool deleteObjects = true ); void addToScene( SceneObject* pSceneObject ); void removeFromScene( SceneObject* pSceneObject ); inline typeSceneObjectVectorConstRef getSceneObjects( void ) const { return mSceneObjects; } inline U32 getSceneObjectCount( void ) const { return mSceneObjects.size(); } SceneObject* getSceneObject( const U32 objectIndex ) const; U32 getSceneObjects( typeSceneObjectVector& objects ) const; U32 getSceneObjects( typeSceneObjectVector& objects, const U32 sceneLayer ) const; void mergeScene( const Scene* pScene ); inline SimSet* getControllers( void ) { return mControllers; } inline S32 getAssetPreloadCount( void ) const { return mAssetPreloads.size(); } const AssetPtr* getAssetPreload( const S32 index ) const; void addAssetPreload( const char* pAssetId ); void removeAssetPreload( const char* pAssetId ); void clearAssetPreloads( void ); /// Scene time. inline F32 getSceneTime( void ) const { return mSceneTime; }; inline void setScenePause( bool status ) { mScenePause = status; } inline bool getScenePause( void ) const { return mScenePause; }; /// Joint access. inline U32 getJointCount( void ) const { return mJoints.size(); } b2JointType getJointType( const S32 jointId ); b2Joint* findJoint( const S32 jointId ); S32 findJointId( b2Joint* pJoint ); S32 createJoint( b2JointDef* pJointDef ); bool deleteJoint( const U32 jointId ); bool hasJoints( SceneObject* pSceneObject ); /// Distance joint. S32 createDistanceJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero, const F32 length = -1.0f, const F32 frequency = 0.0f, const F32 dampingRatio = 0.0f, const bool collideConnected = false ); void setDistanceJointLength( const U32 jointId, const F32 length ); F32 getDistanceJointLength( const U32 jointId ); void setDistanceJointFrequency( const U32 jointId, const F32 frequency ); F32 getDistanceJointFrequency( const U32 jointId ); void setDistanceJointDampingRatio( const U32 jointId, const F32 dampingRatio ); F32 getDistanceJointDampingRatio( const U32 jointId ); /// Rope joint. S32 createRopeJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero, const F32 maxLength = -1.0f, const bool collideConnected = false ); void setRopeJointMaxLength( const U32 jointId, const F32 maxLength ); F32 getRopeJointMaxLength( const U32 jointId ); /// Revolute joint. S32 createRevoluteJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero, const bool collideConnected = false ); void setRevoluteJointLimit( const U32 jointId, const bool enableLimit, const F32 lowerAngle, const F32 upperAngle ); bool getRevoluteJointLimit( const U32 jointId, bool& enableLimit, F32& lowerAngle, F32& upperAngle ); void setRevoluteJointMotor( const U32 jointId, const bool enableMotor, const F32 motorSpeed = b2_pi, const F32 maxMotorTorque = 0.0f ); bool getRevoluteJointMotor( const U32 jointId, bool& enableMotor, F32& motorSpeed, F32& maxMotorTorque ); F32 getRevoluteJointAngle( const U32 jointId ); F32 getRevoluteJointSpeed( const U32 jointId ); /// Weld joint. S32 createWeldJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero, const F32 frequency = 0.0f, const F32 dampingRatio = 0.0f, const bool collideConnected = false ); void setWeldJointFrequency( const U32 jointId, const F32 frequency ); F32 getWeldJointFrequency( const U32 jointId ); void setWeldJointDampingRatio( const U32 jointId, const F32 dampingRatio ); F32 getWeldJointDampingRatio( const U32 jointId ); /// Wheel joint. S32 createWheelJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA, const b2Vec2& localAnchorB, const b2Vec2& worldAxis, const bool collideConnected = false ); void setWheelJointMotor( const U32 jointId, const bool enableMotor, const F32 motorSpeed = b2_pi, const F32 maxMotorTorque = 0.0f ); bool getWheelJointMotor( const U32 jointId, bool& enableMotor, F32& motorSpeed, F32& maxMotorTorque ); void setWheelJointFrequency( const U32 jointId, const F32 frequency ); F32 getWheelJointFrequency( const U32 jointId ); void setWheelJointDampingRatio( const U32 jointId, const F32 dampingRatio ); F32 getWheelJointDampingRatio( const U32 jointId ); /// Friction joint. S32 createFrictionJoint( const SceneObject* pSceneObjectA,const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero, const F32 maxForce = 0.0f, const F32 maxTorque = 0.0f, const bool collideConnected = false ); void setFrictionJointMaxForce( const U32 jointId, const F32 maxForce ); F32 getFrictionJointMaxForce( const U32 jointId ); void setFrictionJointMaxTorque( const U32 jointId, const F32 maxTorque ); F32 getFrictionJointMaxTorque( const U32 jointId ); /// Prismatic joint. S32 createPrismaticJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA, const b2Vec2& localAnchorB, const b2Vec2& worldAxis, const bool collideConnected = false ); void setPrismaticJointLimit( const U32 jointId, const bool enableLimit, const F32 lowerTranslation, const F32 upperTranslation ); bool getPrismaticJointLimit( const U32 jointId, bool& enableLimit, F32& lowerTranslation, F32& upperTranslation ); void setPrismaticJointMotor( const U32 jointId, const bool enableMotor, const F32 motorSpeed = b2_pi, const F32 maxMotorForce = 0.0f ); bool getPrismaticJointMotor( const U32 jointId, bool& enableMotor, F32& motorSpeed, F32& maxMotorTorque ); /// Pulley joint. S32 createPulleyJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2& localAnchorA, const b2Vec2& localAnchorB, const b2Vec2& worldGroundAnchorA, const b2Vec2& worldGroundAnchorB, const F32 ratio, const F32 lengthA = -1.0f, const F32 lengthB = -1.0f, const bool collideConnected = false ); /// Target (a.k.a Mouse) joint. S32 createTargetJoint( const SceneObject* pSceneObject, const b2Vec2& worldTarget, const F32 maxForce, const bool useCenterOfMass = false, const F32 frequency = 5.0f, const F32 dampingRatio = 0.7f, const bool collideConnected = false ); void setTargetJointTarget( const U32 jointId, const b2Vec2& worldTarget ); b2Vec2 getTargetJointTarget( const U32 jointId ); void setTargetJointMaxForce( const U32 jointId, const F32 maxForce ); F32 getTargetJointMaxForce( const U32 jointId ); void setTargetJointFrequency( const U32 jointId, const F32 frequency ); F32 getTargetJointFrequency( const U32 jointId ); void setTargetJointDampingRatio( const U32 jointId, const F32 dampingRatio ); F32 getTargetJointDampingRatio( const U32 jointId ); /// Motor Joint. S32 createMotorJoint( const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB, const b2Vec2 linearOffset = b2Vec2_zero, const F32 angularOffset = 0.0f, const F32 maxForce = 1.0f, const F32 maxTorque = 1.0f, const F32 correctionFactor = 0.3f, const bool collideConnected = false ); void setMotorJointLinearOffset( const U32 jointId, const b2Vec2& linearOffset ); b2Vec2 getMotorJointLinearOffset( const U32 jointId ); void setMotorJointAngularOffset( const U32 jointId, const F32 angularOffset ); F32 getMotorJointAngularOffset( const U32 jointId ); void setMotorJointMaxForce( const U32 jointId, const F32 maxForce ); F32 getMotorJointMaxForce( const U32 jointId ); void setMotorJointMaxTorque( const U32 jointId, const F32 maxTorque ); F32 getMotorJointMaxTorque( const U32 jointId ); /// Debug and metrics. inline void setDebugOn( const U32 debugMask ) { mDebugMask |= debugMask; } inline void setDebugOff( const U32 debugMask ) { mDebugMask &= ~debugMask; } inline U32 getDebugMask( void ) const { return mDebugMask; } DebugStats& getDebugStats( void ) { return mDebugStats; } inline void resetDebugStats( void ) { mDebugStats.reset(); } void setDebugSceneObject( SceneObject* pSceneObject ); inline SceneObject* getDebugSceneObject( void ) const { return mpDebugSceneObject; } /// Layer sorting. void setLayerSortMode( const U32 layer, const SceneRenderQueue::RenderSort sortMode ); SceneRenderQueue::RenderSort getLayerSortMode( const U32 layer ); /// Window attachments. void attachSceneWindow( SceneWindow* pSceneWindow2D ); void detachSceneWindow( SceneWindow* pSceneWindow2D ); void detachAllSceneWindows( void ); bool isSceneWindowAttached( SceneWindow* pSceneWindow2D ); inline SimSet& getAttachedSceneWindows( void ) { return mAttachedSceneWindows; } /// Delete requests. void addDeleteRequest( SceneObject* pSceneObject ); void processDeleteRequests( const bool forceImmediate ); /// Destruction listeners. virtual void SayGoodbye( b2Joint* pJoint ); virtual void SayGoodbye( b2Fixture* pFixture ) {} virtual SceneObject* create( const char* pType ); /// Miscellaneous. inline void setBatchingEnabled( const bool enabled ) { mBatchRenderer.setBatchEnabled( enabled ); } inline bool getBatchingEnabled( void ) const { return mBatchRenderer.getBatchEnabled(); } inline bool getIsEditorScene( void ) const { return ((mIsEditorScene > 0) ? true : false); } inline void setIsEditorScene( bool status ) { mIsEditorScene += (status ? 1 : -1); } static U32 getGlobalSceneCount( void ); inline U32 getSceneIndex( void ) const { return mSceneIndex; } inline void setUpdateCallback( const bool callback ) { mUpdateCallback = callback; } inline bool getUpdateCallback( void ) const { return mUpdateCallback; } inline void setRenderCallback( const bool callback ) { mRenderCallback = callback; } inline bool getRenderCallback( void ) const { return mRenderCallback; } static SceneRenderRequest* createDefaultRenderRequest( SceneRenderQueue* pSceneRenderQueue, SceneObject* pSceneObject ); /// Taml children. virtual U32 getTamlChildCount( void ) const { return (U32)mSceneObjects.size(); } virtual SimObject* getTamlChild( const U32 childIndex ) const; virtual void addTamlChild( SimObject* pSimObject ); static b2JointType getJointTypeEnum(const char* label); static const char* getJointTypeDescription( b2JointType jointType ); static PickMode getPickModeEnum(const char* label); static const char* getPickModeDescription( PickMode pickMode ); static DebugOption getDebugOptionEnum(const char* label); static const char* getDebugOptionDescription( DebugOption debugOption ); b2ParticleSystem* mParticleSystem; /// Declare Console Object. DECLARE_CONOBJECT(Scene); protected: /// Physics. static bool setGravity( void* obj, const char* data ) { static_cast(obj)->setGravity( Vector2( data ) ); return false; } static const char* getGravity(void* obj, const char* data) { return Vector2(static_cast(obj)->getGravity()).scriptThis(); } static bool writeGravity( void* obj, StringTableEntry pFieldName ) { return Vector2(static_cast(obj)->getGravity()).notEqual( Vector2::getZero() ); } static bool writeVelocityIterations( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->getVelocityIterations() != 8; } static bool writePositionIterations( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->getPositionIterations() != 3; } static bool writeLayerSortMode( void* obj, StringTableEntry pFieldName ) { // Find the layer index portion of the layer sort mode field. const char* pLayerNumber = pFieldName; while( true ) { // Fetch character. char value = *pLayerNumber; // Finish if end of the field or is numeric. if ( value == 0 || ( value >= '0' && value <= '9' ) ) break; // Move to next value. pLayerNumber++; }; // Sanity! AssertFatal( *pLayerNumber != 0, "Scene::writeLayerSortMode() - Could not find the layer index portion of the layer sort mode field." ); // Fetch layer number. const U32 layer = dAtoi(pLayerNumber); // Just allow the write if an bad parse. if ( layer > MAX_LAYERS_SUPPORTED ) return true; return static_cast(obj)->getLayerSortMode( layer ) != SceneRenderQueue::RENDER_SORT_NEWEST; } // Callbacks. static bool writeUpdateCallback( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->getUpdateCallback(); } static bool writeRenderCallback( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->getRenderCallback(); } public: static SimObjectPtr LoadingScene; }; //----------------------------------------------------------------------------- extern void findObjectsCallback(SceneObject* pSceneObject, void* storage); extern void findLayeredObjectsCallback(SceneObject* pSceneObject, void* storage); #endif // _SCENE_H_