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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 RIGID_BODY_COMPONENT_H
- #define RIGID_BODY_COMPONENT_H
- #ifndef COMPONENT_H
- #include "T3D/components/component.h"
- #endif
- #ifndef _T3D_PHYSICSCOMMON_H_
- #include "T3D/physics/physicsCommon.h"
- #endif
- #ifndef COLLISION_COMPONENT_H
- #include "T3D/components/collision/collisionComponent.h"
- #endif
- #ifndef PHYSICS_COMPONENT_INTERFACE_H
- #include "T3D/components/physics/physicsComponentInterface.h"
- #endif
- class PhysicsBody;
- //////////////////////////////////////////////////////////////////////////
- ///
- ///
- //////////////////////////////////////////////////////////////////////////
- class RigidBodyComponent : public Component, public PhysicsComponentInterface
- {
- typedef Component Parent;
- enum SimType
- {
- /// This physics representation only exists on the client
- /// world and the server only does ghosting.
- SimType_ClientOnly,
- /// The physics representation only exists on the server world
- /// and the client gets delta updates for rendering.
- SimType_ServerOnly,
- /// The physics representation exists on the client and the server
- /// worlds with corrections occuring when the client gets out of sync.
- SimType_ClientServer,
- /// The bits used to pack the SimType field.
- SimType_Bits = 3,
- } mSimType;
- //
- //
- /// The current physics state.
- PhysicsState mState;
- /// The previous and current render states.
- PhysicsState mRenderState[2];
- /// The abstracted physics actor.
- PhysicsBody *mPhysicsRep;
- PhysicsWorld *mWorld;
- /// The starting position to place the shape when
- /// the level begins or is reset.
- MatrixF mResetPos;
- //
- //
- /// If true then no corrections are sent from the server
- /// and/or applied from the client.
- ///
- /// This is only ment for debugging.
- ///
- static bool smNoCorrections;
- /// If true then no smoothing is done on the client when
- /// applying server corrections.
- ///
- /// This is only ment for debugging.
- ///
- static bool smNoSmoothing;
- ///
- F32 mMass;
- ///
- F32 mDynamicFriction;
- ///
- F32 mStaticFriction;
- ///
- F32 mRestitution;
- ///
- F32 mLinearDamping;
- ///
- F32 mAngularDamping;
- ///
- F32 mLinearSleepThreshold;
- ///
- F32 mAngularSleepThreshold;
- // A scale applied to the normal linear and angular damping
- // when the object enters a water volume.
- F32 mWaterDampingScale;
- // The density of this object used for water buoyancy effects.
- F32 mBuoyancyDensity;
- CollisionComponent* mOwnerColComponent;
- enum MaskBits {
- PositionMask = Parent::NextFreeMask << 0,
- FreezeMask = Parent::NextFreeMask << 1,
- StateMask = Parent::NextFreeMask << 2,
- VelocityMask = Parent::NextFreeMask << 3,
- NextFreeMask = Parent::NextFreeMask << 4
- };
- public:
- RigidBodyComponent();
- virtual ~RigidBodyComponent();
- DECLARE_CONOBJECT(RigidBodyComponent);
- virtual bool onAdd();
- virtual void onRemove();
- static void initPersistFields();
- virtual void onComponentAdd();
- virtual void onComponentRemove();
- virtual void componentAddedToOwner(Component *comp);
- virtual void componentRemovedFromOwner(Component *comp);
- virtual void ownerTransformSet(MatrixF *mat);
- inline F32 getMass() { return mMass; }
- Point3F getVelocity() const { return mState.linVelocity; }
- void applyImpulse(const Point3F &pos, const VectorF &vec);
- void applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude);
- void updateContainerForces();
- virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
- virtual void unpackUpdate(NetConnection *con, BitStream *stream);
- virtual void processTick();
- void findContact();
- /// Save the current transform as where we return to when a physics reset
- /// event occurs. This is automatically set in onAdd but some manipulators
- /// such as Prefab need to make use of this.
- void storeRestorePos();
- void updatePhysics(PhysicsCollision *collision = NULL);
- void _onPhysicsReset(PhysicsResetEvent reset);
- };
- #endif // _RIGID_BODY_COMPONENT_H_
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