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- //-----------------------------------------------------------------------------
- // 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 PLAYER_CONTORLLER_COMPONENT_H
- #define PLAYER_CONTORLLER_COMPONENT_H
- #ifndef PHYSICSBEHAVIOR_H
- #include "T3D/components/physics/physicsBehavior.h"
- #endif
- #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 _CONVEX_H_
- #include "collision/convex.h"
- #endif
- #ifndef _BOXCONVEX_H_
- #include "collision/boxConvex.h"
- #endif
- #ifndef _T3D_PHYSICSCOMMON_H_
- #include "T3D/physics/physicsCommon.h"
- #endif
- #ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
- #include "T3D/physics/physicsWorld.h"
- #endif
- #ifndef PHYSICS_COMPONENT_INTERFACE_H
- #include "T3D/components/physics/physicsComponentInterface.h"
- #endif
- #ifndef COLLISION_INTERFACES_H
- #include "T3D/components/collision/collisionInterfaces.h"
- #endif
- class SceneRenderState;
- class PhysicsWorld;
- class PhysicsPlayer;
- class SimplePhysicsBehaviorInstance;
- class CollisionInterface;
- //////////////////////////////////////////////////////////////////////////
- ///
- ///
- //////////////////////////////////////////////////////////////////////////
- class PlayerControllerComponent : public Component,
- public PhysicsComponentInterface
- {
- typedef Component Parent;
- enum MaskBits {
- VelocityMask = Parent::NextFreeMask << 0,
- PositionMask = Parent::NextFreeMask << 1,
- NextFreeMask = Parent::NextFreeMask << 2
- };
- struct StateDelta
- {
- Move move; ///< Last move from server
- F32 dt; ///< Last interpolation time
- // Interpolation data
- Point3F pos;
- Point3F posVec;
- QuatF rot[2];
- // Warp data
- S32 warpTicks; ///< Number of ticks to warp
- S32 warpCount; ///< Current pos in warp
- Point3F warpOffset;
- QuatF warpRot[2];
- };
- StateDelta mDelta;
- PhysicsPlayer *mPhysicsRep;
- PhysicsWorld *mPhysicsWorld;
- CollisionInterface* mOwnerCollisionInterface;
- struct ContactInfo
- {
- bool contacted, jump, run;
- SceneObject *contactObject;
- VectorF contactNormal;
- F32 contactTime;
- void clear()
- {
- contacted = jump = run = false;
- contactObject = NULL;
- contactNormal.set(1, 1, 1);
- }
- ContactInfo() { clear(); }
- } mContactInfo;
- protected:
- F32 mDrag;
- F32 mBuoyancy;
- F32 mFriction;
- F32 mElasticity;
- F32 mMaxVelocity;
- bool mSticky;
- bool mFalling;
- bool mSwimming;
- bool mInWater;
- S32 mContactTimer; ///< Ticks since last contact
- U32 mIntegrationCount;
- Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on
- F32 maxStepHeight; ///< Maximum height the player can step up
- F32 moveSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up
- F32 contactSurfaceAngle; ///< Maximum angle from vertical in degrees we consider having real 'contact'
- F32 horizMaxSpeed; ///< Max speed attainable in the horizontal
- F32 horizMaxAccel;
- F32 horizResistSpeed; ///< Speed at which resistance will take place
- F32 horizResistFactor; ///< Factor of resistance once horizResistSpeed has been reached
- F32 upMaxSpeed; ///< Max vertical speed attainable
- F32 upMaxAccel;
- F32 upResistSpeed; ///< Speed at which resistance will take place
- F32 upResistFactor; ///< Factor of resistance once upResistSpeed has been reached
- F32 fallingSpeedThreshold; ///< Downward speed at which we consider the player falling
- // Air control
- F32 airControl;
- Point3F mInputVelocity;
- bool mUseDirectMoveInput;
- public:
- PlayerControllerComponent();
- virtual ~PlayerControllerComponent();
- DECLARE_CONOBJECT(PlayerControllerComponent);
- virtual bool onAdd();
- virtual void onRemove();
- static void initPersistFields();
- virtual void onComponentAdd();
- virtual void componentAddedToOwner(Component *comp);
- virtual void componentRemovedFromOwner(Component *comp);
- virtual void ownerTransformSet(MatrixF *mat);
- virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
- virtual void unpackUpdate(NetConnection *con, BitStream *stream);
- void updatePhysics(PhysicsCollision *collision = NULL);
- virtual void processTick();
- virtual void interpolateTick(F32 dt);
- virtual void updatePos(const F32 dt);
- void updateMove();
- virtual VectorF getVelocity() { return mVelocity; }
- virtual void setVelocity(const VectorF& vel);
- virtual void setTransform(const MatrixF& mat);
- void findContact(bool *run, bool *jump, VectorF *contactNormal);
- Point3F getContactNormal() { return mContactInfo.contactNormal; }
- SceneObject* getContactObject() { return mContactInfo.contactObject; }
- bool isContacted() { return mContactInfo.contacted; }
- //
- void applyImpulse(const Point3F &pos, const VectorF &vec);
- //This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen
- //so when the physics components do a findContact test during their update, they'll have a signal collision components
- //can be listening to to update themselves with that info
- Signal< void(SceneObject*) > onContactSignal;
- //
- DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));
- };
- #endif // _COMPONENT_H_
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