//----------------------------------------------------------------------------- // Copyright (c) 2012 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 COLLISION_COMPONENT_H #define COLLISION_COMPONENT_H #ifndef __RESOURCE_H__ #include "core/resource.h" #endif #ifndef _TSSHAPE_H_ #include "ts/tsShape.h" #endif #ifndef _SCENERENDERSTATE_H_ #include "scene/sceneRenderState.h" #endif #ifndef _MBOX_H_ #include "math/mBox.h" #endif #ifndef ENTITY_H #include "T3D/entity.h" #endif #ifndef CORE_INTERFACES_H #include "T3D/components/coreInterfaces.h" #endif #ifndef COLLISION_INTERFACES_H #include "T3D/components/collision/collisionInterfaces.h" #endif #ifndef RENDER_COMPONENT_INTERFACE_H #include "T3D/components/render/renderComponentInterface.h" #endif #ifndef PHYSICS_COMPONENT_INTERFACE_H #include "T3D/components/physics/physicsComponentInterface.h" #endif #ifndef _T3D_PHYSICSCOMMON_H_ #include "T3D/physics/physicsCommon.h" #endif #ifndef _T3D_PHYSICS_PHYSICSWORLD_H_ #include "T3D/physics/physicsWorld.h" #endif class TSShapeInstance; class SceneRenderState; class CollisionComponent; class PhysicsBody; class PhysicsWorld; class CollisionComponent : public Component, public CollisionInterface, public CastRayInterface { typedef Component Parent; public: enum MeshType { None = 0, ///< No mesh Bounds = 1, ///< Bounding box of the shape CollisionMesh = 2, ///< Specifically designated collision meshes VisibleMesh = 3 ///< Rendered mesh polygons }; PhysicsWorld* mPhysicsWorld; PhysicsBody* mPhysicsRep; protected: MeshType mCollisionType; MeshType mDecalType; MeshType mLOSType; Vector mCollisionDetails; Vector mLOSDetails; StringTableEntry colisionMeshPrefix; RenderComponentInterface* mOwnerRenderInterface; PhysicsComponentInterface* mOwnerPhysicsInterface; //only really relevent for the collision mesh type //if we note an animation component is added, we flag as being animated. //This way, if we're using collision meshes, we can set it up to update their transforms //as needed bool mAnimated; enum { ColliderMask = Parent::NextFreeMask, }; public: CollisionComponent(); virtual ~CollisionComponent(); DECLARE_CONOBJECT(CollisionComponent); virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); virtual void unpackUpdate(NetConnection *con, BitStream *stream); virtual void componentAddedToOwner(Component *comp); virtual void componentRemovedFromOwner(Component *comp); virtual void ownerTransformSet(MatrixF *mat); void targetShapeChanged(RenderComponentInterface* instanceInterface); virtual void onComponentRemove(); virtual void onComponentAdd(); virtual void checkDependencies(); static void initPersistFields(); void inspectPostApply(); virtual void processTick(); void prepCollision(); PhysicsCollision* buildColShapes(); void updatePhysics(); virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere){ return false; } virtual PhysicsCollision* getCollisionData(); //Utility functions, mostly for script Point3F getContactNormal() { return mContactInfo.contactNormal; } bool hasContact() { if (mContactInfo.contactObject) return true; else return false; } S32 getCollisionCount() { return mCollisionList.getCount(); } Point3F getCollisionNormal(S32 collisionIndex) { if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex) return Point3F::Zero; return mCollisionList[collisionIndex].normal; } F32 getCollisionAngle(S32 collisionIndex, Point3F upVector) { if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex) return 0.0f; return mRadToDeg(mAcos(mDot(mCollisionList[collisionIndex].normal, upVector))); } S32 getBestCollision(Point3F upVector) { S32 bestCollision = -1; F32 bestAngle = 360.f; S32 count = mCollisionList.getCount(); for (U32 i = 0; i < count; ++i) { F32 angle = mRadToDeg(mAcos(mDot(mCollisionList[i].normal, upVector))); if (angle < bestAngle) { bestCollision = i; bestAngle = angle; } } return bestCollision; } F32 getBestCollisionAngle(VectorF upVector) { S32 bestCol = getBestCollision(upVector); if (bestCol == -1) return 0; return getCollisionAngle(bestCol, upVector); } }; typedef CollisionComponent::MeshType CollisionMeshMeshType; DefineEnumType(CollisionMeshMeshType); #endif // COLLISION_COMPONENT_H