shapeBase.h 72 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SHAPEBASE_H_
  23. #define _SHAPEBASE_H_
  24. #ifndef __RESOURCE_H__
  25. #include "core/resource.h"
  26. #endif
  27. #ifndef _GAMEBASE_H_
  28. #include "T3D/gameBase/gameBase.h"
  29. #endif
  30. #ifndef _MOVEMANAGER_H_
  31. #include "T3D/gameBase/moveManager.h"
  32. #endif
  33. #ifndef _COLOR_H_
  34. #include "core/color.h"
  35. #endif
  36. #ifndef _CONVEX_H_
  37. #include "collision/convex.h"
  38. #endif
  39. #ifndef _SCENERENDERSTATE_H_
  40. #include "scene/sceneRenderState.h"
  41. #endif
  42. #ifndef _NETSTRINGTABLE_H_
  43. #include "sim/netStringTable.h"
  44. #endif
  45. #ifndef _RENDERPASSMANAGER_H_
  46. #include "renderInstance/renderPassManager.h"
  47. #endif
  48. #ifndef _TSSHAPE_H_
  49. #include "ts/tsShape.h"
  50. #endif
  51. #ifndef _BITVECTOR_H_
  52. #include "core/bitVector.h"
  53. #endif
  54. #ifndef _LIGHTINFO_H_
  55. #include "lighting/lightInfo.h"
  56. #endif
  57. #ifndef _REFLECTOR_H_
  58. #include "scene/reflector.h"
  59. #endif
  60. #ifndef _DYNAMIC_CONSOLETYPES_H_
  61. #include "console/dynamicTypes.h"
  62. #endif
  63. class GFXCubemap;
  64. class TSShapeInstance;
  65. class SceneRenderState;
  66. class TSThread;
  67. class GameConnection;
  68. struct CameraScopeQuery;
  69. class ParticleEmitter;
  70. class ParticleEmitterData;
  71. class ProjectileData;
  72. class ExplosionData;
  73. struct DebrisData;
  74. class ShapeBase;
  75. class SFXSource;
  76. class SFXTrack;
  77. class SFXProfile;
  78. typedef void* Light;
  79. //--------------------------------------------------------------------------
  80. extern void collisionFilter(SceneObject* object,S32 key);
  81. extern void defaultFilter(SceneObject* object,S32 key);
  82. //--------------------------------------------------------------------------
  83. class ShapeBaseConvex : public Convex
  84. {
  85. typedef Convex Parent;
  86. friend class ShapeBase;
  87. friend class Vehicle;
  88. friend class RigidShape;
  89. protected:
  90. ShapeBase* pShapeBase;
  91. MatrixF* nodeTransform;
  92. public:
  93. MatrixF* transform;
  94. U32 hullId;
  95. Box3F box;
  96. public:
  97. ShapeBaseConvex() { mType = ShapeBaseConvexType; nodeTransform = 0; }
  98. ShapeBaseConvex(const ShapeBaseConvex& cv) {
  99. mObject = cv.mObject;
  100. pShapeBase = cv.pShapeBase;
  101. hullId = cv.hullId;
  102. nodeTransform = cv.nodeTransform;
  103. box = cv.box;
  104. transform = 0;
  105. }
  106. void findNodeTransform();
  107. const MatrixF& getTransform() const;
  108. Box3F getBoundingBox() const;
  109. Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
  110. Point3F support(const VectorF& v) const;
  111. void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
  112. void getPolyList(AbstractPolyList* list);
  113. };
  114. //--------------------------------------------------------------------------
  115. struct ShapeBaseImageData: public GameBaseData {
  116. private:
  117. typedef GameBaseData Parent;
  118. public:
  119. enum Constants {
  120. MaxStates = 31, ///< We get one less than state bits because of
  121. /// the way data is packed.
  122. MaxShapes = 2, ///< The number of allowed shapes per image. Only
  123. /// the first shape is required.
  124. MaxGenericTriggers = 4, ///< The number of generic triggers for the image.
  125. StandardImageShape = 0, ///< Shape index used for the standard image shape
  126. FirstPersonImageShape = 1, ///< Shape index used for the optional first person image shape
  127. NumStateBits = 5,
  128. };
  129. enum LightType {
  130. NoLight = 0,
  131. ConstantLight,
  132. SpotLight,
  133. PulsingLight,
  134. WeaponFireLight,
  135. NumLightTypes
  136. };
  137. struct StateData {
  138. StateData();
  139. const char* name; ///< State name
  140. /// @name Transition states
  141. ///
  142. /// @{
  143. ///
  144. struct Transition {
  145. S32 loaded[2]; ///< NotLoaded/Loaded
  146. S32 ammo[2]; ///< Noammo/ammo
  147. S32 target[2]; ///< target/noTarget
  148. S32 trigger[2]; ///< Trigger up/down
  149. S32 altTrigger[2]; ///< Second trigger up/down
  150. S32 wet[2]; ///< wet/notWet
  151. S32 motion[2]; ///< NoMotion/Motion
  152. S32 timeout; ///< Transition after delay
  153. S32 genericTrigger[ShapeBaseImageData::MaxGenericTriggers][2]; ///< Generic trigger Out/In
  154. } transition;
  155. bool ignoreLoadedForReady;
  156. /// @}
  157. /// @name State attributes
  158. /// @{
  159. bool fire; ///< Can only have one fire state
  160. bool altFire; ///< Can only have one alternate fire state
  161. bool reload; ///< Can only have one reload state
  162. bool ejectShell; ///< Should we eject a shell casing in this state?
  163. bool allowImageChange; ///< Can we switch to another image while in this state?
  164. ///
  165. /// For instance, if we have a rocket launcher, the player
  166. /// shouldn't be able to switch out <i>while</i> firing. So,
  167. /// you'd set allowImageChange to false in firing states, and
  168. /// true the rest of the time.
  169. bool scaleAnimation; ///< Scale animation to fit the state timeout
  170. bool scaleAnimationFP; ///< Scale animation to fit the state timeout while in first person
  171. bool direction; ///< Animation direction
  172. bool sequenceTransitionIn; ///< Do we transition to the state's sequence when we enter the state?
  173. bool sequenceTransitionOut; ///< Do we transition to the new state's sequence when we leave the state?
  174. bool sequenceNeverTransition; ///< Never allow a transition to this sequence. Often used for a fire sequence.
  175. F32 sequenceTransitionTime; ///< The time to transition in or out of a sequence.
  176. bool waitForTimeout; ///< Require the timeout to pass before advancing to the next
  177. /// state.
  178. F32 timeoutValue; ///< A timeout value; the effect of this value is determined
  179. /// by the flags scaleAnimation and waitForTimeout
  180. F32 energyDrain; ///< Sets the energy drain rate per second of this state.
  181. ///
  182. /// Energy is drained at energyDrain units/sec as long as
  183. /// we are in this state.
  184. enum LoadedState {
  185. IgnoreLoaded, ///< Don't change loaded state.
  186. Loaded, ///< Set us as loaded.
  187. NotLoaded, ///< Set us as not loaded.
  188. NumLoadedBits = 3 ///< How many bits to allocate to representing this state. (3 states needs 2 bits)
  189. } loaded; ///< Is the image considered loaded?
  190. enum SpinState {
  191. IgnoreSpin, ///< Don't change spin state.
  192. NoSpin, ///< Mark us as having no spin (ie, stop spinning).
  193. SpinUp, ///< Mark us as spinning up.
  194. SpinDown, ///< Mark us as spinning down.
  195. FullSpin, ///< Mark us as being at full spin.
  196. NumSpinBits = 3 ///< How many bits to allocate to representing this state. (5 states needs 3 bits)
  197. } spin; ///< Spin thread state. (Used to control spinning weapons, e.g. chainguns)
  198. enum RecoilState {
  199. NoRecoil,
  200. LightRecoil,
  201. MediumRecoil,
  202. HeavyRecoil,
  203. NumRecoilBits = 3
  204. } recoil; ///< Recoil thread state.
  205. ///
  206. /// @note At this point, the only check being done is to see if we're in a
  207. /// state which isn't NoRecoil; ie, no differentiation is made between
  208. /// Light/Medium/Heavy recoils. Player::onImageRecoil() is the place
  209. /// where this is handled.
  210. bool flashSequence[MaxShapes];///< Is this a muzzle flash sequence?
  211. ///
  212. /// A muzzle flash sequence is used as a source to randomly display frames from,
  213. /// so if this is a flashSequence, we'll display a random piece each frame.
  214. S32 sequence[MaxShapes]; ///< Main thread sequence ID.
  215. ///
  216. ///
  217. S32 sequenceVis[MaxShapes]; ///< Visibility thread sequence.
  218. StringTableEntry shapeSequence; ///< Sequence that is played on mounting shape
  219. bool shapeSequenceScale; ///< Should the mounting shape's sequence playback be scaled
  220. /// to the length of the state.
  221. const char* script; ///< Function on datablock to call when we enter this state; passed the id of
  222. /// the imageSlot.
  223. ParticleEmitterData* emitter; ///< A particle emitter; this emitter will emit as long as the gun is in this
  224. /// this state.
  225. SFXTrack* sound;
  226. F32 emitterTime; ///<
  227. S32 emitterNode[MaxShapes]; ///< Node ID on the shape to emit from
  228. };
  229. /// @name State Data
  230. /// Individual state data used to initialize struct array
  231. /// @{
  232. const char* fireStateName;
  233. const char* stateName [MaxStates];
  234. const char* stateTransitionLoaded [MaxStates];
  235. const char* stateTransitionNotLoaded [MaxStates];
  236. const char* stateTransitionAmmo [MaxStates];
  237. const char* stateTransitionNoAmmo [MaxStates];
  238. const char* stateTransitionTarget [MaxStates];
  239. const char* stateTransitionNoTarget [MaxStates];
  240. const char* stateTransitionWet [MaxStates];
  241. const char* stateTransitionNotWet [MaxStates];
  242. const char* stateTransitionMotion [MaxStates];
  243. const char* stateTransitionNoMotion [MaxStates];
  244. const char* stateTransitionTriggerUp [MaxStates];
  245. const char* stateTransitionTriggerDown [MaxStates];
  246. const char* stateTransitionAltTriggerUp[MaxStates];
  247. const char* stateTransitionAltTriggerDown[MaxStates];
  248. const char* stateTransitionGeneric0In [MaxStates];
  249. const char* stateTransitionGeneric0Out [MaxStates];
  250. const char* stateTransitionGeneric1In [MaxStates];
  251. const char* stateTransitionGeneric1Out [MaxStates];
  252. const char* stateTransitionGeneric2In [MaxStates];
  253. const char* stateTransitionGeneric2Out [MaxStates];
  254. const char* stateTransitionGeneric3In [MaxStates];
  255. const char* stateTransitionGeneric3Out [MaxStates];
  256. const char* stateTransitionTimeout [MaxStates];
  257. F32 stateTimeoutValue [MaxStates];
  258. bool stateWaitForTimeout [MaxStates];
  259. bool stateFire [MaxStates];
  260. bool stateAlternateFire [MaxStates];
  261. bool stateReload [MaxStates];
  262. bool stateEjectShell [MaxStates];
  263. F32 stateEnergyDrain [MaxStates];
  264. bool stateAllowImageChange [MaxStates];
  265. bool stateScaleAnimation [MaxStates];
  266. bool stateScaleAnimationFP [MaxStates];
  267. bool stateSequenceTransitionIn [MaxStates];
  268. bool stateSequenceTransitionOut [MaxStates];
  269. bool stateSequenceNeverTransition [MaxStates];
  270. F32 stateSequenceTransitionTime [MaxStates];
  271. bool stateDirection [MaxStates];
  272. StateData::LoadedState stateLoaded [MaxStates];
  273. StateData::SpinState stateSpin [MaxStates];
  274. StateData::RecoilState stateRecoil [MaxStates];
  275. const char* stateSequence [MaxStates];
  276. bool stateSequenceRandomFlash [MaxStates];
  277. const char* stateShapeSequence [MaxStates];
  278. bool stateScaleShapeSequence [MaxStates];
  279. bool stateIgnoreLoadedForReady [MaxStates];
  280. SFXTrack* stateSound [MaxStates];
  281. const char* stateScript [MaxStates];
  282. ParticleEmitterData* stateEmitter [MaxStates];
  283. F32 stateEmitterTime [MaxStates];
  284. const char* stateEmitterNode [MaxStates];
  285. /// @}
  286. /// @name Camera Shake ( while firing )
  287. /// @{
  288. bool shakeCamera;
  289. VectorF camShakeFreq;
  290. VectorF camShakeAmp;
  291. /// @}
  292. /// Maximum number of sounds this image can play at a time.
  293. /// Any value <= 0 indicates that it can play an infinite number of sounds.
  294. S32 maxConcurrentSounds;
  295. /// If true it we will allow multiple timeout transitions to occur within
  296. /// a single tick ( eg. they have a very small timeout ).
  297. bool useRemainderDT;
  298. //
  299. bool emap; ///< Environment mapping on?
  300. bool correctMuzzleVector; ///< Adjust 1st person firing vector to eye's LOS point?
  301. bool correctMuzzleVectorTP; ///< Adjust 3rd person firing vector to camera's LOS point?
  302. bool firstPerson; ///< Render the image when in first person?
  303. bool useFirstPersonShape; ///< Indicates the special first person shape should be used (true when shapeNameFP and useEyeOffset are defined)
  304. bool useEyeOffset; ///< In first person, should we use the eyeTransform?
  305. bool useEyeNode; ///< In first person, should we attach the camera to the image's eye node? Player still ultimately decides on what to do,
  306. /// especially for multiple mounted images.
  307. bool animateAllShapes; ///< Indicates that all shapes should be animated in sync.
  308. bool animateOnServer; ///< Indicates that the image should be animated on the server. In most cases
  309. /// you'll want this set if you're using useEyeNode. You may also want to
  310. /// set this if the muzzlePoint is animated while it shoots. You can set this
  311. /// to false even if these previous cases are true if the image's shape is set
  312. /// up in the correct position and orientation in the 'root' pose and none of
  313. /// the nodes are animated at key times, such as the muzzlePoint essentially
  314. /// remaining at the same position at the start of the fire state (it could
  315. /// animate just fine after the projectile is away as the muzzle vector is only
  316. /// calculated at the start of the state). You'll also want to set this to true
  317. /// if you're animating the camera using an image's 'eye' node -- unless the movement
  318. /// is very subtle and doesn't need to be reflected on the server.
  319. F32 scriptAnimTransitionTime; ///< The amount of time to transition between the previous sequence and new sequence
  320. ///< when the script prefix has changed.
  321. StringTableEntry shapeName; ///< Name of shape to render.
  322. StringTableEntry shapeNameFP; ///< Name of shape to render in first person (optional).
  323. StringTableEntry imageAnimPrefix; ///< Passed along to the mounting shape to modify
  324. /// animation sequences played in 3rd person. [optional]
  325. StringTableEntry imageAnimPrefixFP; ///< Passed along to the mounting shape to modify
  326. /// animation sequences played in first person. [optional]
  327. U32 mountPoint; ///< Mount point for the image.
  328. MatrixF mountOffset; ///< Mount point offset, so we know where the image is.
  329. MatrixF eyeOffset; ///< Offset from eye for first person.
  330. ProjectileData* projectile; ///< Information about what projectile this
  331. /// image fires.
  332. F32 mass; ///< Mass!
  333. bool usesEnergy; ///< Does this use energy instead of ammo?
  334. F32 minEnergy; ///< Minimum energy for the weapon to be operable.
  335. bool accuFire; ///< Should we automatically make image's aim converge with the crosshair?
  336. bool cloakable; ///< Is this image cloakable when mounted?
  337. /// @name Lighting
  338. /// @{
  339. S32 lightType; ///< Indicates the type of the light.
  340. ///
  341. /// One of: ConstantLight, PulsingLight, WeaponFireLight.
  342. ColorF lightColor;
  343. S32 lightDuration; ///< The duration in SimTime of Pulsing or WeaponFire type lights.
  344. F32 lightRadius; ///< Extent of light.
  345. F32 lightBrightness; ///< Brightness of the light ( if it is WeaponFireLight ).
  346. /// @}
  347. /// @name Shape Data
  348. /// @{
  349. Resource<TSShape> shape[MaxShapes]; ///< Shape handle
  350. bool shapeIsValid[MaxShapes]; ///< Indicates that the shape has been loaded and is valid
  351. U32 mCRC[MaxShapes]; ///< Checksum of shape.
  352. ///
  353. /// Calculated by the ResourceManager, see
  354. /// ResourceManager::load().
  355. bool computeCRC; ///< Should the shape's CRC be checked?
  356. MatrixF mountTransform[MaxShapes]; ///< Transformation to get to the mountNode.
  357. /// @}
  358. /// @name Nodes
  359. /// @{
  360. S32 retractNode[MaxShapes]; ///< Retraction node ID.
  361. ///
  362. /// When the player bumps against an object and the image is retracted to
  363. /// avoid having it interpenetrating the object, it is retracted towards
  364. /// this node.
  365. S32 muzzleNode[MaxShapes]; ///< Muzzle node ID.
  366. ///
  367. ///
  368. S32 ejectNode[MaxShapes]; ///< Ejection node ID.
  369. ///
  370. /// The eject node is the node on the image from which shells are ejected.
  371. S32 emitterNode[MaxShapes]; ///< Emitter node ID.
  372. ///
  373. /// The emitter node is the node from which particles are emitted.
  374. S32 eyeMountNode[MaxShapes]; ///< eyeMount node ID. Optionally used to mount an image to the player's
  375. /// eye node for first person.
  376. S32 eyeNode[MaxShapes]; ///< Eye node ID. Optionally used to attach the camera to for camera motion
  377. /// control from the image.
  378. /// @}
  379. /// @name Animation
  380. /// @{
  381. S32 spinSequence[MaxShapes]; ///< ID of the spin animation sequence.
  382. S32 ambientSequence[MaxShapes]; ///< ID of the ambient animation sequence.
  383. bool isAnimated[MaxShapes]; ///< This image contains at least one animated states
  384. bool hasFlash[MaxShapes]; ///< This image contains at least one muzzle flash animation state
  385. S32 fireState; ///< The ID of the fire state.
  386. S32 altFireState; ///< The ID of the alternate fire state.
  387. S32 reloadState; ///< The ID of the reload state
  388. /// @}
  389. /// @name Shell casing data
  390. /// @{
  391. DebrisData * casing; ///< Information about shell casings.
  392. S32 casingID; ///< ID of casing datablock.
  393. ///
  394. /// When the network tells the client about the casing, it
  395. /// it transmits the ID of the datablock. The datablocks
  396. /// having previously been transmitted, all the client
  397. /// needs to do is call Sim::findObject() and look up the
  398. /// the datablock.
  399. Point3F shellExitDir; ///< Vector along which to eject shells from the image.
  400. F32 shellExitVariance; ///< Variance from this vector in degrees.
  401. F32 shellVelocity; ///< Velocity with which to eject shell casings.
  402. /// @}
  403. /// @name State Array
  404. ///
  405. /// State array is initialized onAdd from the individual state
  406. /// struct array elements.
  407. ///
  408. /// @{
  409. StateData state[MaxStates]; ///< Array of states.
  410. bool statesLoaded; ///< Are the states loaded yet?
  411. /// @}
  412. /// @name Infrastructure
  413. ///
  414. /// Miscellaneous inherited methods.
  415. /// @{
  416. DECLARE_CONOBJECT(ShapeBaseImageData);
  417. ShapeBaseImageData();
  418. ~ShapeBaseImageData();
  419. bool onAdd();
  420. bool preload(bool server, String &errorStr);
  421. S32 lookupState(const char* name); ///< Get a state by name.
  422. static void initPersistFields();
  423. virtual void packData(BitStream* stream);
  424. virtual void unpackData(BitStream* stream);
  425. void inspectPostApply();
  426. /// @}
  427. /// @name Callbacks
  428. /// @{
  429. DECLARE_CALLBACK( void, onMount, ( ShapeBase* obj, S32 slot, F32 dt ) );
  430. DECLARE_CALLBACK( void, onUnmount, ( ShapeBase* obj, S32 slot, F32 dt ) );
  431. /// @}
  432. };
  433. typedef ShapeBaseImageData::LightType ShapeBaseImageLightType;
  434. typedef ShapeBaseImageData::StateData::LoadedState ShapeBaseImageLoadedState;
  435. typedef ShapeBaseImageData::StateData::SpinState ShapeBaseImageSpinState;
  436. typedef ShapeBaseImageData::StateData::RecoilState ShapeBaseImageRecoilState;
  437. DefineEnumType( ShapeBaseImageLightType );
  438. DefineEnumType( ShapeBaseImageLoadedState );
  439. DefineEnumType( ShapeBaseImageSpinState );
  440. DefineEnumType( ShapeBaseImageRecoilState );
  441. //--------------------------------------------------------------------------
  442. /// @nosubgrouping
  443. struct ShapeBaseData : public GameBaseData {
  444. private:
  445. typedef GameBaseData Parent;
  446. static bool _setMass( void* object, const char* index, const char* data );
  447. public:
  448. /// Various constants relating to the ShapeBaseData
  449. enum Constants {
  450. MaxCollisionShapes = 8,
  451. AIRepairNode = 31
  452. };
  453. // TODO: These are only really used in Basic Lighting
  454. // mode... we should probably move them somewhere else.
  455. bool shadowEnable;
  456. U32 shadowSize;
  457. F32 shadowMaxVisibleDistance;
  458. F32 shadowProjectionDistance;
  459. F32 shadowSphereAdjust;
  460. StringTableEntry shapeName;
  461. StringTableEntry cloakTexName;
  462. String cubeDescName;
  463. U32 cubeDescId;
  464. ReflectorDesc *reflectorDesc;
  465. /// @name Destruction
  466. ///
  467. /// Everyone likes to blow things up!
  468. /// @{
  469. DebrisData * debris;
  470. S32 debrisID;
  471. StringTableEntry debrisShapeName;
  472. Resource<TSShape> debrisShape;
  473. ExplosionData* explosion;
  474. S32 explosionID;
  475. ExplosionData* underwaterExplosion;
  476. S32 underwaterExplosionID;
  477. /// @}
  478. /// @name Physical Properties
  479. /// @{
  480. F32 mass;
  481. F32 drag;
  482. F32 density;
  483. F32 maxEnergy;
  484. F32 maxDamage;
  485. F32 repairRate; ///< Rate per tick.
  486. F32 disabledLevel;
  487. F32 destroyedLevel;
  488. /// @}
  489. /// @name 3rd Person Camera
  490. /// @{
  491. F32 cameraMaxDist; ///< Maximum distance from eye
  492. F32 cameraMinDist; ///< Minumumistance from eye
  493. /// @}
  494. /// @name Camera FOV
  495. ///
  496. /// These are specified in degrees.
  497. /// @{
  498. F32 cameraDefaultFov; ///< Default vertical FOV in degrees.
  499. F32 cameraMinFov; ///< Min vertical FOV allowed in degrees.
  500. F32 cameraMaxFov; ///< Max vertical FOV allowed in degrees.
  501. /// @}
  502. /// @name Camera Misc
  503. /// @{
  504. bool cameraCanBank; ///< If the derrived class supports it, allow the camera to bank
  505. bool mountedImagesBank; ///< Do mounted images bank along with the camera?
  506. /// @}
  507. /// @name Data initialized on preload
  508. /// @{
  509. Resource<TSShape> mShape; ///< Shape handle
  510. U32 mCRC;
  511. bool computeCRC;
  512. S32 eyeNode; ///< Shape's eye node index
  513. S32 earNode; ///< Shape's ear node index
  514. S32 cameraNode; ///< Shape's camera node index
  515. S32 mountPointNode[SceneObject::NumMountPoints]; ///< Node index of mountPoint
  516. S32 debrisDetail; ///< Detail level used to generate debris
  517. S32 damageSequence; ///< Damage level decals
  518. S32 hulkSequence; ///< Destroyed hulk
  519. bool observeThroughObject; // observe this object through its camera transform and default fov
  520. /// @name Collision Data
  521. /// @{
  522. Vector<S32> collisionDetails; ///< Detail level used to collide with.
  523. ///
  524. /// These are detail IDs, see TSShape::findDetail()
  525. Vector<Box3F> collisionBounds; ///< Detail level bounding boxes.
  526. Vector<S32> LOSDetails; ///< Detail level used to perform line-of-sight queries against.
  527. ///
  528. /// These are detail IDs, see TSShape::findDetail()
  529. /// @}
  530. /// @name Misc. Settings
  531. /// @{
  532. bool firstPersonOnly; ///< Do we allow only first person view of this image?
  533. bool useEyePoint; ///< Do we use this object's eye point to view from?
  534. bool isInvincible; ///< If set, object cannot take damage (won't show up with damage bar either)
  535. bool renderWhenDestroyed; ///< If set, will not render this object when destroyed.
  536. bool inheritEnergyFromMount;
  537. /// @}
  538. virtual bool preload(bool server, String &errorStr);
  539. void computeAccelerator(U32 i);
  540. S32 findMountPoint(U32 n);
  541. /// @name Infrastructure
  542. /// The derived class should provide the following:
  543. /// @{
  544. DECLARE_CONOBJECT(ShapeBaseData);
  545. ShapeBaseData();
  546. ~ShapeBaseData();
  547. static void initPersistFields();
  548. virtual void packData(BitStream* stream);
  549. virtual void unpackData(BitStream* stream);
  550. /// @}
  551. /// @name Callbacks
  552. /// @{
  553. DECLARE_CALLBACK( void, onEnabled, ( ShapeBase* obj, const char* lastState ) );
  554. DECLARE_CALLBACK( void, onDisabled, ( ShapeBase* obj, const char* lastState ) );
  555. DECLARE_CALLBACK( void, onDestroyed, ( ShapeBase* obj, const char* lastState ) );
  556. DECLARE_CALLBACK( void, onImpact, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
  557. DECLARE_CALLBACK( void, onCollision, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
  558. DECLARE_CALLBACK( void, onDamage, ( ShapeBase* obj, F32 delta ) );
  559. DECLARE_CALLBACK( void, onTrigger, ( ShapeBase* obj, S32 index, bool state ) );
  560. DECLARE_CALLBACK( void, onEndSequence, ( ShapeBase* obj, S32 slot ) );
  561. DECLARE_CALLBACK( void, onForceUncloak, ( ShapeBase* obj, const char* reason ) );
  562. /// @}
  563. };
  564. //----------------------------------------------------------------------------
  565. class WaterObject;
  566. class CameraShake;
  567. /// ShapeBase is the renderable shape from which most of the scriptable objects
  568. /// are derived, including the player, vehicle and items classes. ShapeBase
  569. /// provides basic shape loading, audio channels, and animation as well as damage
  570. /// (and damage states), energy, and the ability to mount images and objects.
  571. ///
  572. /// @nosubgrouping
  573. class ShapeBase : public GameBase, public ISceneLight
  574. {
  575. friend class ShapeBaseConvex;
  576. friend struct ShapeBaseImageData;
  577. friend void waterFind(SceneObject*, void*);
  578. friend void physicalZoneFind(SceneObject*, void*);
  579. public:
  580. typedef GameBase Parent;
  581. enum PublicConstants {
  582. ThreadSequenceBits = 6,
  583. MaxSequenceIndex = (1 << ThreadSequenceBits) - 1,
  584. EnergyLevelBits = 5,
  585. DamageLevelBits = 6,
  586. DamageStateBits = 2,
  587. // The thread and image limits should not be changed without
  588. // also changing the ShapeBaseMasks enum values declared
  589. // further down.
  590. MaxSoundThreads = 4, ///< Should be a power of 2
  591. MaxScriptThreads = 4, ///< Should be a power of 2
  592. MaxMountedImages = 4, ///< Should be a power of 2
  593. MaxImageEmitters = 3,
  594. NumImageBits = 3,
  595. ShieldNormalBits = 8,
  596. CollisionTimeoutValue = 250 ///< Timeout in ms.
  597. };
  598. /// This enum indexes into the sDamageStateName array
  599. enum DamageState {
  600. Enabled,
  601. Disabled,
  602. Destroyed,
  603. NumDamageStates,
  604. NumDamageStateBits = 2, ///< Should be log2 of the number of states.
  605. };
  606. protected:
  607. ShapeBaseData* mDataBlock; ///< Datablock
  608. bool mIsAiControlled; ///< Is this object AI controlled?
  609. //GameConnection* mControllingClient; ///< Controlling client
  610. ShapeBase* mControllingObject; ///< Controlling object
  611. bool mTrigger[MaxTriggerKeys]; ///< What triggers are set, if any.
  612. /// @name Scripted Sound
  613. /// @{
  614. struct Sound {
  615. bool play; ///< Are we playing this sound?
  616. SimTime timeout; ///< Time until we stop playing this sound.
  617. SFXTrack* profile; ///< Profile on server
  618. SFXSource* sound; ///< Sound on client
  619. };
  620. Sound mSoundThread[MaxSoundThreads];
  621. /// @}
  622. /// @name Scripted Animation Threads
  623. /// @{
  624. struct Thread {
  625. /// State of the animation thread.
  626. enum State {
  627. Play, Stop, Pause, Destroy
  628. };
  629. TSThread* thread; ///< Pointer to 3space data.
  630. U32 state; ///< State of the thread
  631. ///
  632. /// @see Thread::State
  633. S32 sequence; ///< The animation sequence which is running in this thread.
  634. F32 timescale; ///< Timescale
  635. U32 sound; ///< Handle to sound.
  636. bool atEnd; ///< Are we at the end of this thread?
  637. F32 position;
  638. };
  639. Thread mScriptThread[MaxScriptThreads];
  640. /// @}
  641. /// @name Invincibility
  642. /// @{
  643. F32 mInvincibleCount;
  644. F32 mInvincibleTime;
  645. F32 mInvincibleSpeed;
  646. F32 mInvincibleDelta;
  647. F32 mInvincibleEffect;
  648. F32 mInvincibleFade;
  649. bool mInvincibleOn;
  650. /// @}
  651. /// @name Motion
  652. /// @{
  653. bool mMoveMotion; ///< Indicates that a Move has come in requesting x, y or z motion
  654. /// @}
  655. protected:
  656. // ShapeBase pointer to our mount object if it is ShapeBase, else it is NULL.
  657. ShapeBase *mShapeBaseMount;
  658. /// @name Mounted Images
  659. /// @{
  660. /// An image mounted on a shapebase.
  661. struct MountedImage {
  662. ShapeBaseImageData* dataBlock;
  663. ShapeBaseImageData::StateData *state;
  664. ShapeBaseImageData* nextImage;
  665. NetStringHandle skinNameHandle;
  666. NetStringHandle nextSkinNameHandle;
  667. String appliedSkinName;
  668. NetStringHandle scriptAnimPrefix; ///< The script based anim prefix
  669. /// @name State
  670. ///
  671. /// Variables tracking the state machine
  672. /// representing this specific mounted image.
  673. /// @{
  674. bool loaded; ///< Is the image loaded?
  675. bool nextLoaded; ///< Is the next state going to result in the image being loaded?
  676. F32 delayTime; ///< Time till next state.
  677. F32 rDT; ///< Remainder delta time. Used internally.
  678. U32 fireCount; ///< Fire skip count.
  679. ///
  680. /// This is incremented every time the triggerDown bit is changed,
  681. /// so that the engine won't be too confused if the player toggles the
  682. /// trigger a bunch of times in a short period.
  683. ///
  684. /// @note The network deals with this variable at 3-bit precision, so it
  685. /// can only range 0-7.
  686. ///
  687. /// @see ShapeBase::setImageState()
  688. U32 altFireCount; ///< Alternate fire skip count.
  689. ///< @see fireCount
  690. U32 reloadCount; ///< Reload skip count.
  691. ///< @see fireCount
  692. bool triggerDown; ///< Is the trigger down?
  693. bool altTriggerDown; ///< Is the second trigger down?
  694. bool ammo; ///< Do we have ammo?
  695. ///
  696. /// May be true based on either energy OR ammo.
  697. bool target; ///< Have we acquired a targer?
  698. bool wet; ///< Is the weapon wet?
  699. bool motion; ///< Is the player in motion?
  700. bool genericTrigger[ShapeBaseImageData::MaxGenericTriggers]; ///< Generic triggers not assigned to anything in particular. These
  701. /// may be used to indicate some transition should occur.
  702. /// @}
  703. /// @name 3space
  704. ///
  705. /// Handles to threads and shapeinstances in the 3space system.
  706. /// @{
  707. TSShapeInstance* shapeInstance[ShapeBaseImageData::MaxShapes];
  708. TSThread *ambientThread[ShapeBaseImageData::MaxShapes];
  709. TSThread *visThread[ShapeBaseImageData::MaxShapes];
  710. TSThread *animThread[ShapeBaseImageData::MaxShapes];
  711. TSThread *flashThread[ShapeBaseImageData::MaxShapes];
  712. TSThread *spinThread[ShapeBaseImageData::MaxShapes];
  713. bool doAnimateAllShapes; ///< Should all threads animate across all shapes to keep them in sync?
  714. bool forceAnimateAllShapes; ///< If the mounted image's owner is being controlled by the client
  715. /// and the image's datablock animateAllShapes field is true
  716. /// then set this to true and pass along to the client. This will help
  717. /// in the cases where the client's control object is ghosted but does
  718. /// not yet have its controlling client set correctly due to networking
  719. /// order of operations. All this for the MountedImage::updateDoAnimateAllShapes()
  720. /// optimization.
  721. U32 lastShapeIndex; ///< Tracks the last shape index.
  722. /// @}
  723. /// @name Effects
  724. ///
  725. /// Variables relating to lights, sounds, and particles.
  726. /// @{
  727. SimTime lightStart; ///< Starting time for light flashes.
  728. LightInfo* lightInfo; ///< The real light (if any) associated with this weapon image.
  729. Vector<SFXSource*> mSoundSources; ///< Vector of currently playing sounds
  730. void updateSoundSources(const MatrixF& renderTransform);
  731. void addSoundSource(SFXSource* source);
  732. /// Represent the state of a specific particle emitter on the image.
  733. struct ImageEmitter {
  734. S32 node;
  735. F32 time;
  736. SimObjectPtr<ParticleEmitter> emitter;
  737. };
  738. ImageEmitter emitter[MaxImageEmitters];
  739. /// @}
  740. //
  741. MountedImage();
  742. ~MountedImage();
  743. void updateDoAnimateAllShapes(const ShapeBase* owner);
  744. };
  745. MountedImage mMountedImageList[MaxMountedImages];
  746. /// @}
  747. /// @name Render settings
  748. /// @{
  749. TSShapeInstance* mShapeInstance;
  750. Convex * mConvexList;
  751. NetStringHandle mSkinNameHandle;
  752. String mAppliedSkinName;
  753. NetStringHandle mShapeNameHandle; ///< Name sent to client
  754. /// @}
  755. /// @name Physical Properties
  756. /// @{
  757. F32 mEnergy; ///< Current enery level.
  758. F32 mRechargeRate; ///< Energy recharge rate (in units/tick).
  759. F32 mMass; ///< Mass.
  760. F32 mOneOverMass; ///< Inverse of mass.
  761. /// @note This is used to optimize certain physics calculations.
  762. /// @}
  763. /// @name Physical Properties
  764. ///
  765. /// Properties for the current object, which are calculated
  766. /// based on the container we are in.
  767. ///
  768. /// @see ShapeBase::updateContainer()
  769. /// @see ShapeBase::mContainer
  770. /// @{
  771. F32 mDrag; ///< Drag.
  772. F32 mBuoyancy; ///< Buoyancy factor.
  773. String mLiquidType; ///< Type of liquid (if any) we are in.
  774. F32 mLiquidHeight; ///< Height of liquid around us (from 0..1).
  775. F32 mWaterCoverage; ///< Percent of this object covered by water
  776. Point3F mAppliedForce;
  777. F32 mGravityMod;
  778. /// @}
  779. F32 mDamageFlash;
  780. F32 mWhiteOut;
  781. bool mFlipFadeVal;
  782. /// Last shield direction (cur. unused)
  783. Point3F mShieldNormal;
  784. /// Camera shake caused by weapon fire.
  785. CameraShake *mWeaponCamShake;
  786. public:
  787. /// @name Collision Notification
  788. /// This is used to keep us from spamming collision notifications. When
  789. /// a collision occurs, we add to this list; then we don't notify anyone
  790. /// of the collision until the CollisionTimeout expires (which by default
  791. /// occurs in 1/10 of a second).
  792. ///
  793. /// @see notifyCollision(), queueCollision()
  794. /// @{
  795. struct CollisionTimeout
  796. {
  797. CollisionTimeout* next;
  798. SceneObject* object;
  799. U32 objectNumber;
  800. SimTime expireTime;
  801. VectorF vector;
  802. };
  803. CollisionTimeout* mTimeoutList;
  804. static CollisionTimeout* sFreeTimeoutList;
  805. /// Go through all the items in the collision queue and call onCollision on them all
  806. /// @see onCollision
  807. void notifyCollision();
  808. /// Add a collision to the queue of collisions waiting to be handled @see onCollision
  809. /// @param object Object collision occurs with
  810. /// @param vec Vector along which collision occurs
  811. void queueCollision( SceneObject *object, const VectorF &vec);
  812. /// @see SceneObject
  813. virtual void onCollision( SceneObject *object, const VectorF &vec );
  814. /// @}
  815. protected:
  816. /// @name Damage
  817. /// @{
  818. F32 mDamage;
  819. F32 mRepairRate;
  820. F32 mRepairReserve;
  821. DamageState mDamageState;
  822. TSThread *mDamageThread;
  823. TSThread *mHulkThread;
  824. VectorF damageDir;
  825. /// @}
  826. /// @name Cloaking
  827. /// @{
  828. bool mCloaked;
  829. F32 mCloakLevel;
  830. // TextureHandle mCloakTexture;
  831. /// @}
  832. /// @name Fading
  833. /// @{
  834. bool mFadeOut;
  835. bool mFading;
  836. F32 mFadeVal;
  837. F32 mFadeElapsedTime;
  838. F32 mFadeTime;
  839. F32 mFadeDelay;
  840. public:
  841. F32 getFadeVal() { return mFadeVal; }
  842. /// @}
  843. protected:
  844. /// @name Control info
  845. /// @{
  846. F32 mCameraFov; ///< The camera vertical FOV in degrees.
  847. bool mIsControlled; ///< Client side controlled flag
  848. /// @}
  849. public:
  850. static U32 sLastRenderFrame;
  851. protected:
  852. U32 mLastRenderFrame;
  853. F32 mLastRenderDistance;
  854. /// Do a reskin if necessary.
  855. virtual void reSkin();
  856. /// This recalculates the total mass of the object, and all mounted objects
  857. void updateMass();
  858. /// @name Image Manipulation
  859. /// @{
  860. /// Utility function to call script functions which have to do with ShapeBase
  861. /// objects.
  862. /// @param imageSlot Image Slot id
  863. /// @param function Function
  864. void scriptCallback(U32 imageSlot,const char* function);
  865. /// Assign a ShapeBaseImage to an image slot
  866. /// @param imageSlot Image Slot ID
  867. /// @param imageData ShapeBaseImageData to assign
  868. /// @param skinNameHandle Skin texture name
  869. /// @param loaded Is the image loaded?
  870. /// @param ammo Does the image have ammo?
  871. /// @param triggerDown Is the trigger on this image down?
  872. /// @param altTriggerDown Is the second trigger on this image down?
  873. /// @param target Does the image have a target?
  874. virtual void setImage( U32 imageSlot,
  875. ShapeBaseImageData* imageData,
  876. NetStringHandle &skinNameHandle,
  877. bool loaded = true, bool ammo = false,
  878. bool triggerDown = false,
  879. bool altTriggerDown = false,
  880. bool motion = false,
  881. bool genericTrigger0 = false,
  882. bool genericTrigger1 = false,
  883. bool genericTrigger2 = false,
  884. bool genericTrigger3 = false,
  885. bool target = false );
  886. /// Clear out an image slot
  887. /// @param imageSlot Image slot id
  888. void resetImageSlot(U32 imageSlot);
  889. /// Get the firing action state of the image
  890. /// @param imageSlot Image slot id
  891. U32 getImageFireState(U32 imageSlot);
  892. /// Get the alternate firing action state of the image
  893. /// @param imageSlot Image slot id
  894. U32 getImageAltFireState(U32 imageSlot);
  895. /// Get the reload action state of the image
  896. /// @param imageSlot Image slot id
  897. U32 getImageReloadState(U32 imageSlot);
  898. /// Sets the state of the image by state index
  899. /// @param imageSlot Image slot id
  900. /// @param state State id
  901. /// @param force Force image to state or let it finish then change
  902. void setImageState(U32 imageSlot, U32 state, bool force = false);
  903. void updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState=NULL);
  904. /// Get the animation prefix for the image
  905. /// @param imageSlot Image slot id
  906. /// @param imageShapeIndex Shape index (1st person, etc.) used to look up the prefix text
  907. virtual const char* getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex) { return ""; }
  908. /// Advance animation on a image
  909. /// @param imageSlot Image slot id
  910. /// @param dt Change in time since last animation update
  911. void updateImageAnimation(U32 imageSlot, F32 dt);
  912. /// Advance state of image
  913. /// @param imageSlot Image slot id
  914. /// @param dt Change in time since last state update
  915. void updateImageState(U32 imageSlot,F32 dt);
  916. /// Start up the particle emitter for the this shapebase
  917. /// @param image Mounted image
  918. /// @param state State of shape base image
  919. void startImageEmitter(MountedImage &image,ShapeBaseImageData::StateData &state);
  920. /// Get light information for a mounted image
  921. /// @param imageSlot Image slot id
  922. Light* getImageLight(U32 imageSlot);
  923. /// Get the shape index to use for a mounted image
  924. /// @param image Mounted image
  925. U32 getImageShapeIndex(const MountedImage& image) const;
  926. /// @}
  927. /// Prune out non looping sounds from the sound manager which have expired
  928. void updateServerAudio();
  929. /// Updates the audio state of the supplied sound
  930. /// @param st Sound
  931. void updateAudioState(Sound& st);
  932. /// Recalculates the spacial sound based on the current position of the object
  933. /// emitting the sound.
  934. void updateAudioPos();
  935. /// Update bouyency and drag properties
  936. void updateContainer();
  937. /// @name Events
  938. /// @{
  939. virtual void onDeleteNotify(SimObject*);
  940. virtual void onImage(U32 imageSlot, bool unmount);
  941. virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
  942. virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
  943. virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
  944. virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
  945. virtual void ejectShellCasing( U32 imageSlot );
  946. virtual void updateDamageLevel();
  947. virtual void updateDamageState();
  948. virtual void blowUp();
  949. virtual void onImpact(SceneObject* obj, VectorF vec);
  950. virtual void onImpact(VectorF vec);
  951. /// @}
  952. /// The inner prep render function that does the
  953. /// standard work to render the shapes.
  954. void _prepRenderImage( SceneRenderState* state,
  955. bool renderSelf,
  956. bool renderMountedImages );
  957. /// Renders the shape bounds as well as the
  958. /// bounds of all mounted shape images.
  959. void _renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* );
  960. void emitDust( ParticleEmitter* emitter, F32 triggerHeight, const Point3F& offset, U32 numMilliseconds, const Point3F& axis = Point3F::Zero );
  961. public:
  962. ShapeBase();
  963. ~ShapeBase();
  964. TSShapeInstance* getShapeInstance() { return mShapeInstance; }
  965. static void initPersistFields();
  966. static bool _setFieldSkin( void *object, const char *index, const char *data );
  967. static const char *_getFieldSkin( void *object, const char *data );
  968. /// @name Network state masks
  969. /// @{
  970. ///
  971. enum ShapeBaseMasks {
  972. NameMask = Parent::NextFreeMask,
  973. DamageMask = Parent::NextFreeMask << 1,
  974. NoWarpMask = Parent::NextFreeMask << 2,
  975. CloakMask = Parent::NextFreeMask << 3,
  976. ShieldMask = Parent::NextFreeMask << 4,
  977. InvincibleMask = Parent::NextFreeMask << 5,
  978. SkinMask = Parent::NextFreeMask << 6,
  979. MeshHiddenMask = Parent::NextFreeMask << 7,
  980. SoundMaskN = Parent::NextFreeMask << 8, ///< Extends + MaxSoundThreads bits
  981. ThreadMaskN = SoundMaskN << MaxSoundThreads, ///< Extends + MaxScriptThreads bits
  982. ImageMaskN = ThreadMaskN << MaxScriptThreads, ///< Extends + MaxMountedImage bits
  983. NextFreeMask = ImageMaskN << MaxMountedImages
  984. };
  985. enum BaseMaskConstants {
  986. SoundMask = (SoundMaskN << MaxSoundThreads) - SoundMaskN,
  987. ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN,
  988. ImageMask = (ImageMaskN << MaxMountedImages) - ImageMaskN
  989. };
  990. /// @}
  991. static F32 sWhiteoutDec;
  992. static F32 sDamageFlashDec;
  993. static F32 sFullCorrectionDistance;
  994. static F32 sCloakSpeed; // Time to cloak, in seconds
  995. CubeReflector mCubeReflector;
  996. /// @name Initialization
  997. /// @{
  998. bool onAdd();
  999. void onRemove();
  1000. void onSceneRemove();
  1001. static void consoleInit();
  1002. bool onNewDataBlock( GameBaseData *dptr, bool reload );
  1003. /// @}
  1004. /// @name Name & Skin tags
  1005. /// @{
  1006. void setShapeName(const char*);
  1007. const char* getShapeName();
  1008. void setSkinName(const char*);
  1009. const char* getSkinName();
  1010. /// @}
  1011. /// @name Mesh Visibility
  1012. /// @{
  1013. protected:
  1014. /// A bit vector of the meshes forced to be hidden.
  1015. BitVector mMeshHidden;
  1016. /// Sync the shape instance with the hidden mesh bit vector.
  1017. void _updateHiddenMeshes();
  1018. public:
  1019. /// Change the hidden state on all the meshes.
  1020. void setAllMeshesHidden( bool forceHidden );
  1021. /// Set the force hidden state on a mesh.
  1022. void setMeshHidden( S32 meshIndex, bool forceHidden );
  1023. /// Set the force hidden state on a named mesh.
  1024. void setMeshHidden( const char *meshName, bool forceHidden );
  1025. #ifndef TORQUE_SHIPPING
  1026. /// Prints the list of meshes and their visibility state
  1027. /// to the console for debugging purposes.
  1028. void dumpMeshVisibility();
  1029. #endif
  1030. /// @}
  1031. public:
  1032. /// @name Basic attributes
  1033. /// @{
  1034. /// Sets the amount of damage on this object.
  1035. void setDamageLevel(F32 damage);
  1036. /// Changes the object's damage state.
  1037. /// @param state New state of the object
  1038. void setDamageState(DamageState state);
  1039. /// Changes the object's damage state, based on a named state.
  1040. /// @see setDamageState
  1041. /// @param state New state of the object as a string.
  1042. bool setDamageState(const char* state);
  1043. /// Returns the name of the current damage state as a string.
  1044. const char* getDamageStateName();
  1045. /// Returns the current damage state.
  1046. DamageState getDamageState() { return mDamageState; }
  1047. /// Returns true if the object is destroyed.
  1048. bool isDestroyed() { return mDamageState == Destroyed; }
  1049. /// Sets the rate at which the object regenerates damage.
  1050. ///
  1051. /// @param rate Repair rate in units/second.
  1052. void setRepairRate(F32 rate) { mRepairRate = rate; }
  1053. /// Returns damage amount.
  1054. F32 getDamageLevel() { return mDamage; }
  1055. /// Returns the damage percentage.
  1056. ///
  1057. /// @return Damage factor, between 0.0 - 1.0
  1058. F32 getDamageValue();
  1059. /// Returns the datablock.maxDamage value
  1060. F32 getMaxDamage();
  1061. /// Returns the rate at which the object regenerates damage
  1062. F32 getRepairRate() { return mRepairRate; }
  1063. /// Adds damage to an object
  1064. /// @param amount Amount of of damage to add
  1065. void applyDamage(F32 amount);
  1066. /// Removes damage to an object
  1067. /// @param amount Amount to repair object by
  1068. void applyRepair(F32 amount);
  1069. /// Sets the direction from which the damage is coming
  1070. /// @param vec Vector indicating the direction of the damage
  1071. void setDamageDir(const VectorF& vec) { damageDir = vec; }
  1072. /// Sets the level of energy for this object
  1073. /// @param energy Level of energy to assign to this object
  1074. virtual void setEnergyLevel(F32 energy);
  1075. /// Sets the rate at which the energy replentishes itself
  1076. /// @param rate Rate at which energy restores
  1077. void setRechargeRate(F32 rate) { mRechargeRate = rate; }
  1078. /// Returns the amount of energy in the object
  1079. F32 getEnergyLevel();
  1080. /// Returns the percentage of energy, 0.0 - 1.0
  1081. F32 getEnergyValue();
  1082. /// Returns the recharge rate
  1083. F32 getRechargeRate() { return mRechargeRate; }
  1084. /// @}
  1085. /// @name Script sounds
  1086. /// @{
  1087. /// Plays an audio sound from a mounted object
  1088. /// @param slot Mount slot ID
  1089. /// @param track Audio track to play
  1090. void playAudio(U32 slot,SFXTrack* track);
  1091. void playAudio( U32 slot, SFXProfile* profile ) { playAudio( slot, ( SFXTrack* ) profile ); }
  1092. /// Stops audio from a mounted object
  1093. /// @param slot Mount slot ID
  1094. void stopAudio(U32 slot);
  1095. /// @}
  1096. /// @name Script animation
  1097. /// @{
  1098. const char *getThreadSequenceName( U32 slot );
  1099. /// Sets the animation thread for a mounted object
  1100. /// @param slot Mount slot ID
  1101. /// @param seq Sequence id
  1102. /// @param reset Reset the sequence
  1103. bool setThreadSequence(U32 slot, S32 seq, bool reset = true);
  1104. /// Update the animation thread
  1105. /// @param st Thread to update
  1106. void updateThread(Thread& st);
  1107. /// Stop the current thread from playing on a mounted object
  1108. /// @param slot Mount slot ID
  1109. bool stopThread(U32 slot);
  1110. /// Destroys the given animation thread
  1111. /// @param slot Mount slot ID
  1112. bool destroyThread(U32 slot);
  1113. /// Pause the running animation thread
  1114. /// @param slot Mount slot ID
  1115. bool pauseThread(U32 slot);
  1116. /// Start playing the running animation thread again
  1117. /// @param slot Mount slot ID
  1118. bool playThread(U32 slot);
  1119. /// Set the thread position
  1120. /// @param slot Mount slot ID
  1121. /// @param pos Position
  1122. bool setThreadPosition( U32 slot, F32 pos );
  1123. /// Toggle the thread as reversed or normal (For example, sidestep-right reversed is sidestep-left)
  1124. /// @param slot Mount slot ID
  1125. /// @param forward True if the animation is to be played normally
  1126. bool setThreadDir(U32 slot,bool forward);
  1127. /// Set the thread time scale
  1128. /// @param slot Mount slot ID
  1129. /// @param timescale Timescale
  1130. bool setThreadTimeScale( U32 slot, F32 timeScale );
  1131. /// Start the sound associated with an animation thread
  1132. /// @param thread Thread
  1133. void startSequenceSound(Thread& thread);
  1134. /// Stop the sound associated with an animation thread
  1135. /// @param thread Thread
  1136. void stopThreadSound(Thread& thread);
  1137. /// Advance all animation threads attached to this shapebase
  1138. /// @param dt Change in time from last call to this function
  1139. void advanceThreads(F32 dt);
  1140. /// @}
  1141. /// @name Cloaking
  1142. /// @{
  1143. /// Force uncloaking of object
  1144. /// @param reason Reason this is being forced to uncloak, this is passed directly to script control
  1145. void forceUncloak(const char *reason);
  1146. /// Set cloaked state of object
  1147. /// @param cloaked True if object is cloaked
  1148. void setCloakedState(bool cloaked);
  1149. /// Returns true if object is cloaked
  1150. bool getCloakedState();
  1151. /// Returns level of cloaking, as it's not an instant "now you see it, now you don't"
  1152. F32 getCloakLevel();
  1153. /// @}
  1154. /// @name Mounted objects
  1155. /// @{
  1156. virtual void onMount( SceneObject *obj, S32 node );
  1157. virtual void onUnmount( SceneObject *obj,S32 node );
  1158. virtual void getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat );
  1159. virtual void getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat );
  1160. /// @}
  1161. /// Returns where the AI should be to repair this object
  1162. ///
  1163. /// @note Legacy code from Tribes 2, but still works
  1164. Point3F getAIRepairPoint();
  1165. /// @name Mounted Images
  1166. /// @{
  1167. /// Mount an image (ShapeBaseImage) onto an image slot
  1168. /// @param image ShapeBaseImage to mount
  1169. /// @param imageSlot Image mount point
  1170. /// @param loaded True if weapon is loaded (it assumes it's a weapon)
  1171. /// @param skinNameHandle Skin name for object
  1172. virtual bool mountImage(ShapeBaseImageData* image,U32 imageSlot,bool loaded, NetStringHandle &skinNameHandle);
  1173. /// Unmount an image from a slot
  1174. /// @param imageSlot Mount point
  1175. virtual bool unmountImage(U32 imageSlot);
  1176. /// Gets the information on the image mounted in a slot
  1177. /// @param imageSlot Mount point
  1178. ShapeBaseImageData* getMountedImage(U32 imageSlot);
  1179. /// Gets the mounted image on on a slot
  1180. /// @param imageSlot Mount Point
  1181. MountedImage* getImageStruct(U32 imageSlot);
  1182. TSShapeInstance* getImageShapeInstance(U32 imageSlot)
  1183. {
  1184. const MountedImage &image = mMountedImageList[imageSlot];
  1185. U32 imageShapeIndex = getImageShapeIndex(image);
  1186. if(image.dataBlock && image.shapeInstance[imageShapeIndex])
  1187. return image.shapeInstance[imageShapeIndex];
  1188. return NULL;
  1189. }
  1190. /// Gets the next image which will be put in an image slot
  1191. /// @see setImageState
  1192. /// @param imageSlot mount Point
  1193. ShapeBaseImageData* getPendingImage(U32 imageSlot);
  1194. /// Returns true if the mounted image is firing
  1195. /// @param imageSlot Mountpoint
  1196. bool isImageFiring(U32 imageSlot);
  1197. /// Returns true if the mounted image is alternate firing
  1198. /// @param imageSlot Mountpoint
  1199. bool isImageAltFiring(U32 imageSlot);
  1200. /// Returns true if the mounted image is reloading
  1201. /// @param imageSlot Mountpoint
  1202. bool isImageReloading(U32 imageSlot);
  1203. /// This will return true if, when triggered, the object will fire.
  1204. /// @param imageSlot mount point
  1205. /// @param ns Used internally for recursion, do not mess with
  1206. /// @param depth Used internally for recursion, do not mess with
  1207. bool isImageReady(U32 imageSlot,U32 ns = (U32)-1,U32 depth = 0);
  1208. /// Returns true if the specified image is mounted
  1209. /// @param image ShapeBase image
  1210. bool isImageMounted(ShapeBaseImageData* image);
  1211. /// Returns the slot which the image specified is mounted on
  1212. /// @param image Image to test for
  1213. S32 getMountSlot(ShapeBaseImageData* image);
  1214. /// Returns the skin for the image in a slot
  1215. /// @param imageSlot Image slot to get the skin from
  1216. NetStringHandle getImageSkinTag(U32 imageSlot);
  1217. /// Check if the given state exists on the mounted Image
  1218. /// @param imageSlot Image slot id
  1219. /// @param state Image state to check for
  1220. bool hasImageState(U32 imageSlot, const char* state);
  1221. /// Returns the image state as a string
  1222. /// @param imageSlot Image slot to check state
  1223. const char* getImageState(U32 imageSlot);
  1224. /// Sets the generic trigger state of the image
  1225. /// @param imageSlot Image slot
  1226. /// @param trigger Generic trigger number 0-3
  1227. /// @param state True if generic trigger is down
  1228. void setImageGenericTriggerState(U32 imageSlot, U32 trigger, bool state);
  1229. /// Returns the generic trigger state of the image
  1230. /// @param imageSlot Image slot
  1231. /// @param trigger Generic trigger number 0-3
  1232. bool getImageGenericTriggerState(U32 imageSlot, U32 trigger);
  1233. /// Sets the trigger state of the image (Ie trigger pulled down on gun)
  1234. /// @param imageSlot Image slot
  1235. /// @param trigger True if trigger is down
  1236. void setImageTriggerState(U32 imageSlot,bool trigger);
  1237. /// Returns the trigger state of the image
  1238. /// @param imageSlot Image slot
  1239. bool getImageTriggerState(U32 imageSlot);
  1240. /// Sets the alt trigger state of the image (Ie trigger pulled down on gun)
  1241. /// @param imageSlot Image slot
  1242. /// @param trigger True if trigger is down
  1243. void setImageAltTriggerState( U32 imageSlot, bool trigger );
  1244. /// Returns the alt trigger state of the image
  1245. /// @param imageSlot Image slot
  1246. bool getImageAltTriggerState( U32 imageSlot );
  1247. /// Sets the flag if the image uses ammo or energy
  1248. /// @param imageSlot Image slot
  1249. /// @param ammo True if the weapon uses ammo, not energy
  1250. void setImageAmmoState(U32 imageSlot,bool ammo);
  1251. /// Returns true if the image uses ammo, not energy
  1252. /// @param imageSlot Image slot
  1253. bool getImageAmmoState(U32 imageSlot);
  1254. /// Sets the image as wet or not, IE if you wanted a gun not to function underwater
  1255. /// @param imageSlot Image slot
  1256. /// @param wet True if image is wet
  1257. void setImageWetState(U32 imageSlot,bool wet);
  1258. /// Returns true if image is wet
  1259. /// @param imageSlot image slot
  1260. bool getImageWetState(U32 imageSlot);
  1261. /// Sets the image as in motion or not, IE if you wanted a gun not to sway while the player is in motion
  1262. /// @param imageSlot Image slot
  1263. /// @param motion True if image is in motion
  1264. void setImageMotionState(U32 imageSlot,bool motion);
  1265. /// Returns true if image is in motion
  1266. /// @param imageSlot image slot
  1267. bool getImageMotionState(U32 imageSlot);
  1268. /// Sets the flag if the image has a target
  1269. /// @param imageSlot Image slot
  1270. /// @param ammo True if the weapon has a target
  1271. void setImageTargetState(U32 imageSlot,bool ammo);
  1272. /// Returns true if the image has a target
  1273. /// @param imageSlot Image slot
  1274. bool getImageTargetState(U32 imageSlot);
  1275. /// Sets the flag of if the image is loaded with ammo
  1276. /// @param imageSlot Image slot
  1277. /// @param loaded True if object is loaded with ammo
  1278. void setImageLoadedState(U32 imageSlot,bool loaded);
  1279. /// Returns true if object is loaded with ammo
  1280. /// @param imageSlot Image slot
  1281. bool getImageLoadedState(U32 imageSlot);
  1282. /// Set the script animation prefix for the image
  1283. /// @param imageSlot Image slot id
  1284. /// @param prefix The prefix applied to the image
  1285. void setImageScriptAnimPrefix(U32 imageSlot, NetStringHandle prefix);
  1286. /// Get the script animation prefix for the image
  1287. /// @param imageSlot Image slot id
  1288. /// @param imageShapeIndex Shape index (1st person, etc.) used to look up the prefix text
  1289. NetStringHandle getImageScriptAnimPrefix(U32 imageSlot);
  1290. /// Modify muzzle, if needed, to aim at whatever is straight in front of eye.
  1291. /// Returns true if result is actually modified.
  1292. /// @param muzMat Muzzle transform (in/out)
  1293. /// @param result Corrected muzzle vector (out)
  1294. bool getCorrectedAim(const MatrixF& muzMat, VectorF* result);
  1295. /// Gets the muzzle vector of a specified slot
  1296. /// @param imageSlot Image slot to check transform for
  1297. /// @param vec Muzzle vector (out)
  1298. virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
  1299. /// Gets the point of the muzzle of the image
  1300. /// @param imageSlot Image slot
  1301. /// @param pos Muzzle point (out)
  1302. void getMuzzlePoint(U32 imageSlot,Point3F* pos);
  1303. /// @}
  1304. /// @name Transforms
  1305. /// @{
  1306. /// Gets the minimum viewing distance, maximum viewing distance, camera offsetand rotation
  1307. /// for this object, if the world were to be viewed through its eyes
  1308. /// @param min Minimum viewing distance
  1309. /// @param max Maximum viewing distance
  1310. /// @param offset Offset of the camera from the origin in local space
  1311. /// @param rot Rotation matrix
  1312. virtual void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot);
  1313. /// Gets the camera to world space transform matrix
  1314. /// @todo Find out what pos does
  1315. /// @param pos TODO: Find out what this does
  1316. /// @param mat Camera transform (out)
  1317. virtual void getCameraTransform(F32* pos,MatrixF* mat);
  1318. /// Gets the index of a node inside a mounted image given the name
  1319. /// @param imageSlot Image slot
  1320. /// @param nodeName Node name
  1321. S32 getNodeIndex(U32 imageSlot,StringTableEntry nodeName);
  1322. /// @}
  1323. /// @name Object Transforms
  1324. /// @{
  1325. /// Returns the eye transform of this shape, IE the eyes of a player
  1326. /// @param mat Eye transform (out)
  1327. virtual void getEyeTransform(MatrixF* mat);
  1328. /// Returns the eye transform of this shape without including mounted images, IE the eyes of a player
  1329. /// @param mat Eye transform (out)
  1330. virtual void getEyeBaseTransform(MatrixF* mat, bool includeBank);
  1331. /// The retraction transform is the muzzle transform in world space.
  1332. ///
  1333. /// If the gun is pushed back, for instance, if the player ran against something,
  1334. /// the muzzle of the gun gets pushed back towards the player, towards this location.
  1335. /// @param imageSlot Image slot
  1336. /// @param mat Transform (out)
  1337. virtual void getRetractionTransform(U32 imageSlot,MatrixF* mat);
  1338. /// Muzzle transform of mounted object in world space
  1339. /// @param imageSlot Image slot
  1340. /// @param mat Muzzle transform (out)
  1341. virtual void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
  1342. /// Gets the transform of a mounted image in world space
  1343. /// @param imageSlot Image slot
  1344. /// @param mat Transform (out)
  1345. virtual void getImageTransform(U32 imageSlot,MatrixF* mat);
  1346. /// Gets the transform of a node on a mounted image in world space
  1347. /// @param imageSlot Image Slot
  1348. /// @param node node on image
  1349. /// @param mat Transform (out)
  1350. virtual void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
  1351. /// Gets the transform of a node on a mounted image in world space
  1352. /// @param imageSlot Image Slot
  1353. /// @param nodeName Name of node on image
  1354. /// @param mat Transform (out)
  1355. virtual void getImageTransform(U32 imageSlot, StringTableEntry nodeName, MatrixF* mat);
  1356. ///@}
  1357. /// @name Render transforms
  1358. /// Render transforms are different from object transforms in that the render transform of an object
  1359. /// is where, in world space, the object is actually rendered. The object transform is the
  1360. /// absolute position of the object, as in where it should be.
  1361. ///
  1362. /// The render transforms typically vary from object transforms due to client side prediction.
  1363. ///
  1364. /// Other than that, these functions are identical to their object-transform counterparts
  1365. ///
  1366. /// @note These are meaningless on the server.
  1367. /// @{
  1368. virtual void getRenderRetractionTransform(U32 index,MatrixF* mat);
  1369. virtual void getRenderMuzzleTransform(U32 index,MatrixF* mat);
  1370. virtual void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false);
  1371. virtual void getRenderImageTransform(U32 index,S32 node, MatrixF* mat);
  1372. virtual void getRenderImageTransform(U32 index, StringTableEntry nodeName, MatrixF* mat);
  1373. virtual void getRenderMuzzleVector(U32 imageSlot,VectorF* vec);
  1374. virtual void getRenderMuzzlePoint(U32 imageSlot,Point3F* pos);
  1375. virtual void getRenderEyeTransform(MatrixF* mat);
  1376. virtual void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
  1377. /// @}
  1378. /// @name Screen Flashing
  1379. /// @{
  1380. /// Returns the level of screenflash that should be used
  1381. virtual F32 getDamageFlash() const;
  1382. /// Sets the flash level
  1383. /// @param amt Level of flash
  1384. virtual void setDamageFlash(const F32 amt);
  1385. /// White out is the flash-grenade blindness effect
  1386. /// This returns the level of flash to create
  1387. virtual F32 getWhiteOut() const;
  1388. /// Set the level of flash blindness
  1389. virtual void setWhiteOut(const F32);
  1390. /// @}
  1391. /// @name Invincibility effect
  1392. /// This is the screen effect when invincible in the HUD
  1393. /// @see GameRenderFilters()
  1394. /// @{
  1395. /// Returns the level of invincibility effect
  1396. virtual F32 getInvincibleEffect() const;
  1397. /// Initializes invincibility effect and interpolation parameters
  1398. ///
  1399. /// @param time Time it takes to become invincible
  1400. /// @param speed Speed at which invincibility effects progress
  1401. virtual void setupInvincibleEffect(F32 time, F32 speed);
  1402. /// Advance invincibility effect animation
  1403. /// @param dt Time since last call of this function
  1404. virtual void updateInvincibleEffect(F32 dt);
  1405. /// @}
  1406. /// @name Movement & velocity
  1407. /// @{
  1408. /// Sets the velocity of this object
  1409. /// @param vel Velocity vector
  1410. virtual void setVelocity(const VectorF& vel);
  1411. /// Applies an impulse force to this object
  1412. /// @param pos Position where impulse came from in world space
  1413. /// @param vec Velocity vector (Impulse force F = m * v)
  1414. virtual void applyImpulse(const Point3F& pos,const VectorF& vec);
  1415. /// @}
  1416. /// @name Cameras and Control
  1417. /// @{
  1418. /// Returns the object controlling this object
  1419. ShapeBase* getControllingObject() { return mControllingObject; }
  1420. /// Sets the controlling object
  1421. /// @param obj New controlling object
  1422. virtual void setControllingObject(ShapeBase* obj);
  1423. ///
  1424. virtual void setControllingClient( GameConnection* connection );
  1425. /// Returns the object this is controlling
  1426. virtual ShapeBase* getControlObject();
  1427. /// sets the object this is controlling
  1428. /// @param obj New controlled object
  1429. virtual void setControlObject(ShapeBase *obj);
  1430. /// Returns true if this object is controlling by something
  1431. bool isControlled() { return(mIsControlled); }
  1432. /// Returns true if this object is being used as a camera in first person
  1433. bool isFirstPerson() const;
  1434. /// Returns true if the camera uses this objects eye point (defined by modeler)
  1435. bool useObjsEyePoint() const;
  1436. /// Returns true if this object can only be used as a first person camera
  1437. bool onlyFirstPerson() const;
  1438. /// Returns the vertical field of view in degrees for
  1439. /// this object if used as a camera.
  1440. virtual F32 getCameraFov() { return mCameraFov; }
  1441. /// Returns the default vertical field of view in degrees
  1442. /// if this object is used as a camera.
  1443. virtual F32 getDefaultCameraFov() { return mDataBlock->cameraDefaultFov; }
  1444. /// Sets the vertical field of view in degrees for this
  1445. /// object if used as a camera.
  1446. /// @param yfov The vertical FOV in degrees to test.
  1447. virtual void setCameraFov(F32 fov);
  1448. /// Returns true if the vertical FOV in degrees is within
  1449. /// allowable parameters of the datablock.
  1450. /// @param yfov The vertical FOV in degrees to test.
  1451. /// @see ShapeBaseData::cameraMinFov
  1452. /// @see ShapeBaseData::cameraMaxFov
  1453. virtual bool isValidCameraFov(F32 fov);
  1454. /// @}
  1455. void processTick(const Move *move);
  1456. void advanceTime(F32 dt);
  1457. /// @name Rendering
  1458. /// @{
  1459. /// Returns the renderable shape of this object
  1460. TSShape const* getShape();
  1461. /// @see SceneObject
  1462. virtual void prepRenderImage( SceneRenderState* state );
  1463. /// Used from ShapeBase::_prepRenderImage() to submit render
  1464. /// instances for the main shape or its mounted elements.
  1465. virtual void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
  1466. /// Preprender logic
  1467. virtual void calcClassRenderData() { }
  1468. /// Virtualize this so other classes may override it for custom reasons.
  1469. virtual void renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state );
  1470. /// @}
  1471. /// Control object scoping
  1472. void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo);
  1473. bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
  1474. bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info);
  1475. bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
  1476. void buildConvex(const Box3F& box, Convex* convex);
  1477. /// @name Rendering
  1478. /// @{
  1479. /// Increments the last rendered frame number
  1480. static void incRenderFrame() { sLastRenderFrame++; }
  1481. /// Returns true if the last frame calculated rendered
  1482. bool didRenderLastRender() { return mLastRenderFrame == sLastRenderFrame; }
  1483. /// Sets the state of this object as hidden or not. If an object is hidden
  1484. /// it is removed entirely from collisions, it is not ghosted and is
  1485. /// essentially "non existant" as far as simulation is concerned.
  1486. /// @param hidden True if object is to be hidden
  1487. virtual void setHidden(bool hidden);
  1488. /// Returns true if this object can be damaged
  1489. bool isInvincible();
  1490. /// Start fade of object in/out
  1491. /// @param fadeTime Time fade should take
  1492. /// @param fadeDelay Delay before starting fade
  1493. /// @param fadeOut True if object is fading out, false if fading in.
  1494. void startFade( F32 fadeTime, F32 fadeDelay = 0.0, bool fadeOut = true );
  1495. /// Traverses mounted objects and registers light sources with the light manager
  1496. /// @param lightManager Light manager to register with
  1497. /// @param lightingScene Set to true if the scene is being lit, in which case these lights will not be used
  1498. //void registerLights(LightManager * lightManager, bool lightingScene);
  1499. // ISceneLight
  1500. virtual void submitLights( LightManager *lm, bool staticLighting );
  1501. virtual LightInfo* getLight() { return NULL; }
  1502. /// @}
  1503. /// Returns true if the point specified is in the water
  1504. /// @param point Point to test in world space
  1505. bool pointInWater( Point3F &point );
  1506. /// Returns the percentage of this object covered by water
  1507. F32 getWaterCoverage() { return mWaterCoverage; }
  1508. /// Returns the height of the liquid on this object
  1509. F32 getLiquidHeight() { return mLiquidHeight; }
  1510. virtual WaterObject* getCurrentWaterObject();
  1511. void setCurrentWaterObject( WaterObject *obj );
  1512. virtual F32 getMass() const { return mMass; }
  1513. /// @name Network
  1514. /// @{
  1515. F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
  1516. U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
  1517. void unpackUpdate(NetConnection *conn, BitStream *stream);
  1518. void writePacketData(GameConnection *conn, BitStream *stream);
  1519. void readPacketData(GameConnection *conn, BitStream *stream);
  1520. /// @}
  1521. DECLARE_CONOBJECT(ShapeBase);
  1522. protected:
  1523. DECLARE_CALLBACK( F32, validateCameraFov, (F32 fov) );
  1524. };
  1525. //------------------------------------------------------------------------------
  1526. // inlines
  1527. //------------------------------------------------------------------------------
  1528. inline bool ShapeBase::getCloakedState()
  1529. {
  1530. return(mCloaked);
  1531. }
  1532. inline F32 ShapeBase::getCloakLevel()
  1533. {
  1534. return(mCloakLevel);
  1535. }
  1536. inline const char* ShapeBase::getShapeName()
  1537. {
  1538. return mShapeNameHandle.getString();
  1539. }
  1540. inline const char* ShapeBase::getSkinName()
  1541. {
  1542. return mSkinNameHandle.getString();
  1543. }
  1544. inline WaterObject* ShapeBase::getCurrentWaterObject()
  1545. {
  1546. if ( isMounted() && mShapeBaseMount )
  1547. return mShapeBaseMount->getCurrentWaterObject();
  1548. return mCurrentWaterObject;
  1549. }
  1550. #endif // _H_SHAPEBASE_