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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 _PHYSICSSHAPE_H_
- #define _PHYSICSSHAPE_H_
- #ifndef _GAMEBASE_H_
- #include "T3D/gameBase/gameBase.h"
- #endif
- #ifndef __RESOURCE_H__
- #include "core/resource.h"
- #endif
- #ifndef _TSSHAPE_H_
- #include "ts/tsShape.h"
- #endif
- #ifndef _T3D_PHYSICSCOMMON_H_
- #include "T3D/physics/physicsCommon.h"
- #endif
- #ifndef _DYNAMIC_CONSOLETYPES_H_
- #include "console/dynamicTypes.h"
- #endif
- #ifndef _SIMOBJECTREF_H_
- #include "console/simObjectRef.h"
- #endif
- #include "T3D/assets/ShapeAsset.h"
- class TSShapeInstance;
- class PhysicsBody;
- class PhysicsWorld;
- class PhysicsDebrisData;
- class ExplosionData;
- class PhysicsShapeData : public GameBaseData
- {
- typedef GameBaseData Parent;
- void _onResourceChanged( const Torque::Path &path );
- public:
- PhysicsShapeData();
- virtual ~PhysicsShapeData();
- DECLARE_CONOBJECT(PhysicsShapeData);
- static void initPersistFields();
- bool onAdd();
- void onRemove();
-
- // GameBaseData
- void packData(BitStream* stream);
- void unpackData(BitStream* stream);
- bool preload(bool server, String &errorBuffer );
- public:
- DECLARE_SHAPEASSET(PhysicsShapeData, Shape, onShapeChanged);
- DECLARE_ASSET_SETGET(PhysicsShapeData, Shape);
- /// The shared unscaled collision shape.
- PhysicsCollisionRef colShape;
- ///
- F32 mass;
- ///
- F32 dynamicFriction;
- ///
- F32 staticFriction;
- ///
- F32 restitution;
- ///
- F32 linearDamping;
- ///
- F32 angularDamping;
- ///
- F32 linearSleepThreshold;
- ///
- F32 angularSleepThreshold;
- // A scale applied to the normal linear and angular damping
- // when the object enters a water volume.
- F32 waterDampingScale;
- // The density of this object used for water buoyancy effects.
- F32 buoyancyDensity;
- 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,
- } simType;
-
- SimObjectRef< PhysicsDebrisData > debris;
- SimObjectRef< ExplosionData > explosion;
- SimObjectRef< PhysicsShapeData > destroyedShape;
- void onShapeChanged() {}
- };
- typedef PhysicsShapeData::SimType PhysicsSimType;
- DefineEnumType( PhysicsSimType );
- class TSThread;
- /// A simple single body dynamic physics object.
- class PhysicsShape : public GameBase
- {
- typedef GameBase Parent;
- protected:
- /// The abstracted physics actor.
- PhysicsBody *mPhysicsRep;
- ///
- PhysicsWorld *mWorld;
- /// The starting position to place the shape when
- /// the level begins or is reset.
- MatrixF mResetPos;
- //VectorF mBuildScale;
- //F32 mBuildAngDrag;
- //F32 mBuildLinDrag;
- /// The rendered shape.
- TSShapeInstance *mShapeInst;
- /// The current physics state.
- PhysicsState mState;
- /// The previous and current render states.
- PhysicsState mRenderState[2];
- /// True if the PhysicsShape has been destroyed ( gameplay ).
- bool mDestroyed;
- /// Enables automatic playing of the animation named "ambient" (if it exists)
- /// when the PhysicsShape is loaded.
- bool mPlayAmbient;
- S32 mAmbientSeq;
- TSThread* mAmbientThread;
- /// If a specified to create one in the PhysicsShape data, this is the
- /// subshape created when this PhysicsShape is destroyed.
- /// Is only assigned (non null) on the serverside PhysicsShape.
- SimObjectPtr< PhysicsShape > mDestroyedShape;
- ///
- enum MaskBits
- {
- StateMask = Parent::NextFreeMask << 0,
- ResetPosMask = Parent::NextFreeMask << 1,
- DamageMask = Parent::NextFreeMask << 2,
- NextFreeMask = Parent::NextFreeMask << 3
- };
- bool _createShape();
- void _initAmbient();
-
- ///
- void _applyCorrection( const MatrixF &mat );
- void _onPhysicsReset( PhysicsResetEvent reset );
- void _updateContainerForces();
- /// 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;
- public:
- PhysicsShape();
- virtual ~PhysicsShape();
- DECLARE_CONOBJECT( PhysicsShape );
- /// Returns the PhysicsShapeData datablock.
- PhysicsShapeData* getDataBlock() { return static_cast<PhysicsShapeData*>( Parent::getDataBlock() ); }
- // SimObject
- static void consoleInit();
- static void initPersistFields();
- void inspectPostApply();
- bool onAdd();
- void onRemove();
-
- // SceneObject
- void prepRenderImage( SceneRenderState *state );
- void setTransform( const MatrixF &mat );
- F32 getMass() const;
- Point3F getVelocity() const { return mState.linVelocity; }
- void applyImpulse( const Point3F &pos, const VectorF &vec );
- void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
- void applyTorque( const Point3F &torque );
- void applyForce( const Point3F &force );
- void setScale(const VectorF & scale);
- // GameBase
- bool onNewDataBlock( GameBaseData *dptr, bool reload );
- void interpolateTick( F32 delta );
- void processTick( const Move *move );
- void advanceTime( F32 timeDelta );
- U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
- void unpackUpdate( NetConnection *conn, BitStream *stream );
- bool isDestroyed() const { return mDestroyed; }
- void destroy();
- void restore();
- /// 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();
- };
- #endif // _PHYSICSSHAPE_H_
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