shapeBase.h 74 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966
  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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #ifndef _SHAPEBASE_H_
  27. #define _SHAPEBASE_H_
  28. #ifndef __RESOURCE_H__
  29. #include "core/resource.h"
  30. #endif
  31. #ifndef _GAMEBASE_H_
  32. #include "T3D/gameBase/gameBase.h"
  33. #endif
  34. #ifndef _MOVEMANAGER_H_
  35. #include "T3D/gameBase/moveManager.h"
  36. #endif
  37. #ifndef _COLOR_H_
  38. #include "core/color.h"
  39. #endif
  40. #ifndef _CONVEX_H_
  41. #include "collision/convex.h"
  42. #endif
  43. #ifndef _SCENERENDERSTATE_H_
  44. #include "scene/sceneRenderState.h"
  45. #endif
  46. #ifndef _NETSTRINGTABLE_H_
  47. #include "sim/netStringTable.h"
  48. #endif
  49. #ifndef _RENDERPASSMANAGER_H_
  50. #include "renderInstance/renderPassManager.h"
  51. #endif
  52. #ifndef _TSSHAPE_H_
  53. #include "ts/tsShape.h"
  54. #endif
  55. #ifndef _BITVECTOR_H_
  56. #include "core/bitVector.h"
  57. #endif
  58. #ifndef _LIGHTINFO_H_
  59. #include "lighting/lightInfo.h"
  60. #endif
  61. #ifndef _REFLECTOR_H_
  62. #include "scene/reflector.h"
  63. #endif
  64. #ifndef _DYNAMIC_CONSOLETYPES_H_
  65. #include "console/dynamicTypes.h"
  66. #endif
  67. #ifndef SHAPEASSET_H
  68. #include "T3D/assets/ShapeAsset.h"
  69. #endif
  70. // Need full definition visible for SimObjectPtr<ParticleEmitter>
  71. #include "T3D/fx/particleEmitter.h"
  72. #include "T3D/assets/SoundAsset.h"
  73. class GFXCubemap;
  74. class TSShapeInstance;
  75. class SceneRenderState;
  76. class TSThread;
  77. class GameConnection;
  78. struct CameraScopeQuery;
  79. class ProjectileData;
  80. class ExplosionData;
  81. struct DebrisData;
  82. class ShapeBase;
  83. class SFXSource;
  84. class SFXTrack;
  85. class SFXProfile;
  86. typedef void* Light;
  87. const F32 gGravity = -20;
  88. //--------------------------------------------------------------------------
  89. extern void collisionFilter(SceneObject* object,S32 key);
  90. extern void defaultFilter(SceneObject* object,S32 key);
  91. //--------------------------------------------------------------------------
  92. class ShapeBaseConvex : public Convex
  93. {
  94. typedef Convex Parent;
  95. friend class ShapeBase;
  96. friend class Vehicle;
  97. friend class RigidShape;
  98. protected:
  99. ShapeBase* pShapeBase;
  100. MatrixF* nodeTransform;
  101. public:
  102. MatrixF* transform;
  103. U32 hullId;
  104. Box3F box;
  105. public:
  106. ShapeBaseConvex() :pShapeBase(NULL), transform(NULL), hullId(0), nodeTransform(0) { mType = ShapeBaseConvexType; }
  107. ShapeBaseConvex(const ShapeBaseConvex& cv) {
  108. mObject = cv.mObject;
  109. pShapeBase = cv.pShapeBase;
  110. hullId = cv.hullId;
  111. nodeTransform = cv.nodeTransform;
  112. box = cv.box;
  113. transform = 0;
  114. }
  115. void findNodeTransform();
  116. const MatrixF& getTransform() const;
  117. Box3F getBoundingBox() const;
  118. Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
  119. Point3F support(const VectorF& v) const;
  120. void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
  121. void getPolyList(AbstractPolyList* list);
  122. };
  123. //--------------------------------------------------------------------------
  124. struct ShapeBaseImageData: public GameBaseData {
  125. private:
  126. typedef GameBaseData Parent;
  127. public:
  128. enum Constants {
  129. MaxStates = 31, ///< We get one less than state bits because of
  130. /// the way data is packed.
  131. MaxShapes = 2, ///< The number of allowed shapes per image. Only
  132. /// the first shape is required.
  133. MaxGenericTriggers = 4, ///< The number of generic triggers for the image.
  134. StandardImageShape = 0, ///< Shape index used for the standard image shape
  135. FirstPersonImageShape = 1, ///< Shape index used for the optional first person image shape
  136. NumStateBits = 5,
  137. };
  138. enum LightType {
  139. NoLight = 0,
  140. ConstantLight,
  141. SpotLight,
  142. PulsingLight,
  143. WeaponFireLight,
  144. NumLightTypes
  145. };
  146. struct StateData {
  147. StateData();
  148. const char* name; ///< State name
  149. /// @name Transition states
  150. ///
  151. /// @{
  152. ///
  153. struct Transition {
  154. S32 loaded[2]; ///< NotLoaded/Loaded
  155. S32 ammo[2]; ///< Noammo/ammo
  156. S32 target[2]; ///< target/noTarget
  157. S32 trigger[2]; ///< Trigger up/down
  158. S32 altTrigger[2]; ///< Second trigger up/down
  159. S32 wet[2]; ///< wet/notWet
  160. S32 motion[2]; ///< NoMotion/Motion
  161. S32 timeout; ///< Transition after delay
  162. S32 genericTrigger[ShapeBaseImageData::MaxGenericTriggers][2]; ///< Generic trigger Out/In
  163. } transition;
  164. bool ignoreLoadedForReady;
  165. /// @}
  166. /// @name State attributes
  167. /// @{
  168. bool fire; ///< Can only have one fire state
  169. bool altFire; ///< Can only have one alternate fire state
  170. bool reload; ///< Can only have one reload state
  171. bool ejectShell; ///< Should we eject a shell casing in this state?
  172. bool allowImageChange; ///< Can we switch to another image while in this state?
  173. ///
  174. /// For instance, if we have a rocket launcher, the player
  175. /// shouldn't be able to switch out <i>while</i> firing. So,
  176. /// you'd set allowImageChange to false in firing states, and
  177. /// true the rest of the time.
  178. bool scaleAnimation; ///< Scale animation to fit the state timeout
  179. bool scaleAnimationFP; ///< Scale animation to fit the state timeout while in first person
  180. bool direction; ///< Animation direction
  181. bool sequenceTransitionIn; ///< Do we transition to the state's sequence when we enter the state?
  182. bool sequenceTransitionOut; ///< Do we transition to the new state's sequence when we leave the state?
  183. bool sequenceNeverTransition; ///< Never allow a transition to this sequence. Often used for a fire sequence.
  184. F32 sequenceTransitionTime; ///< The time to transition in or out of a sequence.
  185. bool waitForTimeout; ///< Require the timeout to pass before advancing to the next
  186. /// state.
  187. F32 timeoutValue; ///< A timeout value; the effect of this value is determined
  188. /// by the flags scaleAnimation and waitForTimeout
  189. F32 energyDrain; ///< Sets the energy drain rate per second of this state.
  190. ///
  191. /// Energy is drained at energyDrain units/sec as long as
  192. /// we are in this state.
  193. enum LoadedState {
  194. IgnoreLoaded, ///< Don't change loaded state.
  195. Loaded, ///< Set us as loaded.
  196. NotLoaded, ///< Set us as not loaded.
  197. NumLoadedBits = 3 ///< How many bits to allocate to representing this state. (3 states needs 2 bits)
  198. } loaded; ///< Is the image considered loaded?
  199. enum SpinState {
  200. IgnoreSpin, ///< Don't change spin state.
  201. NoSpin, ///< Mark us as having no spin (ie, stop spinning).
  202. SpinUp, ///< Mark us as spinning up.
  203. SpinDown, ///< Mark us as spinning down.
  204. FullSpin, ///< Mark us as being at full spin.
  205. NumSpinBits = 3 ///< How many bits to allocate to representing this state. (5 states needs 3 bits)
  206. } spin; ///< Spin thread state. (Used to control spinning weapons, e.g. chainguns)
  207. enum RecoilState {
  208. NoRecoil,
  209. LightRecoil,
  210. MediumRecoil,
  211. HeavyRecoil,
  212. NumRecoilBits = 3
  213. } recoil; ///< Recoil thread state.
  214. ///
  215. /// @note At this point, the only check being done is to see if we're in a
  216. /// state which isn't NoRecoil; ie, no differentiation is made between
  217. /// Light/Medium/Heavy recoils. Player::onImageRecoil() is the place
  218. /// where this is handled.
  219. bool flashSequence[MaxShapes];///< Is this a muzzle flash sequence?
  220. ///
  221. /// A muzzle flash sequence is used as a source to randomly display frames from,
  222. /// so if this is a flashSequence, we'll display a random piece each frame.
  223. S32 sequence[MaxShapes]; ///< Main thread sequence ID.
  224. ///
  225. ///
  226. S32 sequenceVis[MaxShapes]; ///< Visibility thread sequence.
  227. StringTableEntry shapeSequence; ///< Sequence that is played on mounting shape
  228. bool shapeSequenceScale; ///< Should the mounting shape's sequence playback be scaled
  229. /// to the length of the state.
  230. const char* script; ///< Function on datablock to call when we enter this state; passed the id of
  231. /// the imageSlot.
  232. ParticleEmitterData* emitter; ///< A particle emitter; this emitter will emit as long as the gun is in this
  233. /// this state.
  234. //SFXTrack* sound;
  235. F32 emitterTime; ///<
  236. S32 emitterNode[MaxShapes]; ///< Node ID on the shape to emit from
  237. SoundAsset* sound;
  238. SFXTrack* soundTrack; ///<Holdover for special, non-asset cases like SFXPlaylists
  239. };
  240. /// @name State Data
  241. /// Individual state data used to initialize struct array
  242. /// @{
  243. const char* fireStateName;
  244. const char* stateName [MaxStates];
  245. const char* stateTransitionLoaded [MaxStates];
  246. const char* stateTransitionNotLoaded [MaxStates];
  247. const char* stateTransitionAmmo [MaxStates];
  248. const char* stateTransitionNoAmmo [MaxStates];
  249. const char* stateTransitionTarget [MaxStates];
  250. const char* stateTransitionNoTarget [MaxStates];
  251. const char* stateTransitionWet [MaxStates];
  252. const char* stateTransitionNotWet [MaxStates];
  253. const char* stateTransitionMotion [MaxStates];
  254. const char* stateTransitionNoMotion [MaxStates];
  255. const char* stateTransitionTriggerUp [MaxStates];
  256. const char* stateTransitionTriggerDown [MaxStates];
  257. const char* stateTransitionAltTriggerUp[MaxStates];
  258. const char* stateTransitionAltTriggerDown[MaxStates];
  259. const char* stateTransitionGeneric0In [MaxStates];
  260. const char* stateTransitionGeneric0Out [MaxStates];
  261. const char* stateTransitionGeneric1In [MaxStates];
  262. const char* stateTransitionGeneric1Out [MaxStates];
  263. const char* stateTransitionGeneric2In [MaxStates];
  264. const char* stateTransitionGeneric2Out [MaxStates];
  265. const char* stateTransitionGeneric3In [MaxStates];
  266. const char* stateTransitionGeneric3Out [MaxStates];
  267. const char* stateTransitionTimeout [MaxStates];
  268. F32 stateTimeoutValue [MaxStates];
  269. bool stateWaitForTimeout [MaxStates];
  270. bool stateFire [MaxStates];
  271. bool stateAlternateFire [MaxStates];
  272. bool stateReload [MaxStates];
  273. bool stateEjectShell [MaxStates];
  274. F32 stateEnergyDrain [MaxStates];
  275. bool stateAllowImageChange [MaxStates];
  276. bool stateScaleAnimation [MaxStates];
  277. bool stateScaleAnimationFP [MaxStates];
  278. bool stateSequenceTransitionIn [MaxStates];
  279. bool stateSequenceTransitionOut [MaxStates];
  280. bool stateSequenceNeverTransition [MaxStates];
  281. F32 stateSequenceTransitionTime [MaxStates];
  282. bool stateDirection [MaxStates];
  283. StateData::LoadedState stateLoaded [MaxStates];
  284. StateData::SpinState stateSpin [MaxStates];
  285. StateData::RecoilState stateRecoil [MaxStates];
  286. const char* stateSequence [MaxStates];
  287. bool stateSequenceRandomFlash [MaxStates];
  288. const char* stateShapeSequence [MaxStates];
  289. bool stateScaleShapeSequence [MaxStates];
  290. bool stateIgnoreLoadedForReady [MaxStates];
  291. DECLARE_SOUNDASSET_ARRAY(ShapeBaseImageData, stateSound, MaxStates);
  292. DECLARE_ASSET_ARRAY_SETGET(ShapeBaseImageData, stateSound);
  293. //SFXTrack* stateSound [MaxStates];
  294. const char* stateScript [MaxStates];
  295. ParticleEmitterData* stateEmitter [MaxStates];
  296. F32 stateEmitterTime [MaxStates];
  297. const char* stateEmitterNode [MaxStates];
  298. /// @}
  299. /// @name Camera Shake ( while firing )
  300. /// @{
  301. bool shakeCamera;
  302. VectorF camShakeFreq;
  303. VectorF camShakeAmp;
  304. F32 camShakeDuration;
  305. F32 camShakeRadius;
  306. F32 camShakeFalloff;
  307. /// @}
  308. /// Maximum number of sounds this image can play at a time.
  309. /// Any value <= 0 indicates that it can play an infinite number of sounds.
  310. S32 maxConcurrentSounds;
  311. /// If true it we will allow multiple timeout transitions to occur within
  312. /// a single tick ( eg. they have a very small timeout ).
  313. bool useRemainderDT;
  314. //
  315. bool emap; ///< Environment mapping on?
  316. bool correctMuzzleVector; ///< Adjust 1st person firing vector to eye's LOS point?
  317. bool correctMuzzleVectorTP; ///< Adjust 3rd person firing vector to camera's LOS point?
  318. bool firstPerson; ///< Render the image when in first person?
  319. bool useFirstPersonShape; ///< Indicates the special first person shape should be used (true when shapeNameFP and useEyeOffset are defined)
  320. bool useEyeOffset; ///< In first person, should we use the eyeTransform?
  321. bool useEyeNode; ///< In first person, should we attach the camera to the image's eye node? Player still ultimately decides on what to do,
  322. /// especially for multiple mounted images.
  323. bool animateAllShapes; ///< Indicates that all shapes should be animated in sync.
  324. bool animateOnServer; ///< Indicates that the image should be animated on the server. In most cases
  325. /// you'll want this set if you're using useEyeNode. You may also want to
  326. /// set this if the muzzlePoint is animated while it shoots. You can set this
  327. /// to false even if these previous cases are true if the image's shape is set
  328. /// up in the correct position and orientation in the 'root' pose and none of
  329. /// the nodes are animated at key times, such as the muzzlePoint essentially
  330. /// remaining at the same position at the start of the fire state (it could
  331. /// animate just fine after the projectile is away as the muzzle vector is only
  332. /// calculated at the start of the state). You'll also want to set this to true
  333. /// if you're animating the camera using an image's 'eye' node -- unless the movement
  334. /// is very subtle and doesn't need to be reflected on the server.
  335. F32 scriptAnimTransitionTime; ///< The amount of time to transition between the previous sequence and new sequence
  336. ///< when the script prefix has changed.
  337. DECLARE_SHAPEASSET_ARRAY(ShapeBaseImageData, Shape, MaxShapes); ///< Name of shape to render.
  338. DECLARE_ASSET_ARRAY_SETGET(ShapeBaseImageData, Shape);
  339. //DECLARE_SHAPEASSET(ShapeBaseImageData, ShapeFP); ///< Name of shape to render in first person (optional).
  340. //DECLARE_ASSET_SETGET(ShapeBaseImageData, ShapeFP);
  341. StringTableEntry imageAnimPrefix; ///< Passed along to the mounting shape to modify
  342. /// animation sequences played in 3rd person. [optional]
  343. StringTableEntry imageAnimPrefixFP; ///< Passed along to the mounting shape to modify
  344. /// animation sequences played in first person. [optional]
  345. U32 mountPoint; ///< Mount point for the image.
  346. MatrixF mountOffset; ///< Mount point offset, so we know where the image is.
  347. MatrixF eyeOffset; ///< Offset from eye for first person.
  348. ProjectileData* projectile; ///< Information about what projectile this
  349. /// image fires.
  350. F32 mass; ///< Mass!
  351. bool usesEnergy; ///< Does this use energy instead of ammo?
  352. F32 minEnergy; ///< Minimum energy for the weapon to be operable.
  353. bool accuFire; ///< Should we automatically make image's aim converge with the crosshair?
  354. bool cloakable; ///< Is this image cloakable when mounted?
  355. /// @name Lighting
  356. /// @{
  357. S32 lightType; ///< Indicates the type of the light.
  358. ///
  359. /// One of: ConstantLight, PulsingLight, WeaponFireLight.
  360. LinearColorF lightColor;
  361. S32 lightDuration; ///< The duration in SimTime of Pulsing or WeaponFire type lights.
  362. F32 lightRadius; ///< Extent of light.
  363. F32 lightBrightness; ///< Brightness of the light ( if it is WeaponFireLight ).
  364. /// @}
  365. /// @name Shape Data
  366. /// @{
  367. bool shapeIsValid[MaxShapes]; ///< Indicates that the shape has been loaded and is valid
  368. U32 mCRC[MaxShapes]; ///< Checksum of shape.
  369. ///
  370. /// Calculated by the ResourceManager, see
  371. /// ResourceManager::load().
  372. bool computeCRC; ///< Should the shape's CRC be checked?
  373. MatrixF mountTransform[MaxShapes]; ///< Transformation to get to the mountNode.
  374. /// @}
  375. /// @name Nodes
  376. /// @{
  377. S32 retractNode[MaxShapes]; ///< Retraction node ID.
  378. ///
  379. /// When the player bumps against an object and the image is retracted to
  380. /// avoid having it interpenetrating the object, it is retracted towards
  381. /// this node.
  382. S32 muzzleNode[MaxShapes]; ///< Muzzle node ID.
  383. ///
  384. ///
  385. S32 ejectNode[MaxShapes]; ///< Ejection node ID.
  386. ///
  387. /// The eject node is the node on the image from which shells are ejected.
  388. S32 emitterNode[MaxShapes]; ///< Emitter node ID.
  389. ///
  390. /// The emitter node is the node from which particles are emitted.
  391. S32 eyeMountNode[MaxShapes]; ///< eyeMount node ID. Optionally used to mount an image to the player's
  392. /// eye node for first person.
  393. S32 eyeNode[MaxShapes]; ///< Eye node ID. Optionally used to attach the camera to for camera motion
  394. /// control from the image.
  395. /// @}
  396. /// @name Animation
  397. /// @{
  398. S32 spinSequence[MaxShapes]; ///< ID of the spin animation sequence.
  399. S32 ambientSequence[MaxShapes]; ///< ID of the ambient animation sequence.
  400. bool isAnimated[MaxShapes]; ///< This image contains at least one animated states
  401. bool hasFlash[MaxShapes]; ///< This image contains at least one muzzle flash animation state
  402. S32 fireState; ///< The ID of the fire state.
  403. S32 altFireState; ///< The ID of the alternate fire state.
  404. S32 reloadState; ///< The ID of the reload state
  405. /// @}
  406. /// @name Shell casing data
  407. /// @{
  408. DebrisData * casing; ///< Information about shell casings.
  409. S32 casingID; ///< ID of casing datablock.
  410. ///
  411. /// When the network tells the client about the casing, it
  412. /// it transmits the ID of the datablock. The datablocks
  413. /// having previously been transmitted, all the client
  414. /// needs to do is call Sim::findObject() and look up the
  415. /// the datablock.
  416. Point3F shellExitDir; ///< Vector along which to eject shells from the image.
  417. F32 shellExitVariance; ///< Variance from this vector in degrees.
  418. F32 shellVelocity; ///< Velocity with which to eject shell casings.
  419. /// @}
  420. /// @name State Array
  421. ///
  422. /// State array is initialized onAdd from the individual state
  423. /// struct array elements.
  424. ///
  425. /// @{
  426. StateData state[MaxStates]; ///< Array of states.
  427. bool statesLoaded; ///< Are the states loaded yet?
  428. /// @}
  429. /// @name Infrastructure
  430. ///
  431. /// Miscellaneous inherited methods.
  432. /// @{
  433. DECLARE_CONOBJECT(ShapeBaseImageData);
  434. ShapeBaseImageData();
  435. ~ShapeBaseImageData();
  436. bool onAdd();
  437. bool preload(bool server, String &errorStr);
  438. S32 lookupState(const char* name); ///< Get a state by name.
  439. static void initPersistFields();
  440. virtual void packData(BitStream* stream);
  441. virtual void unpackData(BitStream* stream);
  442. void inspectPostApply();
  443. void handleStateSoundTrack(const U32& stateId);
  444. /// @}
  445. /// @name Callbacks
  446. /// @{
  447. DECLARE_CALLBACK( void, onMount, ( SceneObject* obj, S32 slot, F32 dt ) );
  448. DECLARE_CALLBACK( void, onUnmount, ( SceneObject* obj, S32 slot, F32 dt ) );
  449. /// @}
  450. };
  451. typedef ShapeBaseImageData::LightType ShapeBaseImageLightType;
  452. typedef ShapeBaseImageData::StateData::LoadedState ShapeBaseImageLoadedState;
  453. typedef ShapeBaseImageData::StateData::SpinState ShapeBaseImageSpinState;
  454. typedef ShapeBaseImageData::StateData::RecoilState ShapeBaseImageRecoilState;
  455. DefineEnumType( ShapeBaseImageLightType );
  456. DefineEnumType( ShapeBaseImageLoadedState );
  457. DefineEnumType( ShapeBaseImageSpinState );
  458. DefineEnumType( ShapeBaseImageRecoilState );
  459. //--------------------------------------------------------------------------
  460. /// @nosubgrouping
  461. struct ShapeBaseData : public GameBaseData {
  462. private:
  463. typedef GameBaseData Parent;
  464. static bool _setMass( void* object, const char* index, const char* data );
  465. public:
  466. /// Various constants relating to the ShapeBaseData
  467. enum Constants {
  468. MaxCollisionShapes = 8,
  469. AIRepairNode = 31
  470. };
  471. // TODO: These are only really used in Basic Lighting
  472. // mode... we should probably move them somewhere else.
  473. bool shadowEnable;
  474. U32 shadowSize;
  475. F32 shadowMaxVisibleDistance;
  476. F32 shadowProjectionDistance;
  477. F32 shadowSphereAdjust;
  478. DECLARE_SHAPEASSET(ShapeBaseData, Shape, onShapeChanged);
  479. DECLARE_ASSET_SETGET(ShapeBaseData, Shape);
  480. StringTableEntry cloakTexName;
  481. String cubeDescName;
  482. U32 cubeDescId;
  483. ReflectorDesc *reflectorDesc;
  484. /// @name Destruction
  485. ///
  486. /// Everyone likes to blow things up!
  487. /// @{
  488. DebrisData * debris;
  489. S32 debrisID;
  490. DECLARE_SHAPEASSET(ShapeBaseData, DebrisShape, onDebrisChanged);
  491. DECLARE_ASSET_SETGET(ShapeBaseData, DebrisShape);
  492. ExplosionData* explosion;
  493. S32 explosionID;
  494. ExplosionData* underwaterExplosion;
  495. S32 underwaterExplosionID;
  496. /// @}
  497. /// @name Physical Properties
  498. /// @{
  499. F32 mass;
  500. F32 drag;
  501. F32 density;
  502. F32 maxEnergy;
  503. F32 maxDamage;
  504. F32 repairRate; ///< Rate per tick.
  505. F32 disabledLevel;
  506. F32 destroyedLevel;
  507. /// @}
  508. /// @name 3rd Person Camera
  509. /// @{
  510. F32 cameraMaxDist; ///< Maximum distance from eye
  511. F32 cameraMinDist; ///< Minumumistance from eye
  512. /// @}
  513. /// @name Camera FOV
  514. ///
  515. /// These are specified in degrees.
  516. /// @{
  517. F32 cameraDefaultFov; ///< Default vertical FOV in degrees.
  518. F32 cameraMinFov; ///< Min vertical FOV allowed in degrees.
  519. F32 cameraMaxFov; ///< Max vertical FOV allowed in degrees.
  520. /// @}
  521. /// @name Camera Misc
  522. /// @{
  523. bool cameraCanBank; ///< If the derrived class supports it, allow the camera to bank
  524. bool mountedImagesBank; ///< Do mounted images bank along with the camera?
  525. /// @}
  526. /// @name Data initialized on preload
  527. /// @{
  528. U32 mCRC;
  529. bool computeCRC;
  530. S32 eyeNode; ///< Shape's eye node index
  531. S32 earNode; ///< Shape's ear node index
  532. S32 cameraNode; ///< Shape's camera node index
  533. S32 mountPointNode[SceneObject::NumMountPoints]; ///< Node index of mountPoint
  534. S32 debrisDetail; ///< Detail level used to generate debris
  535. S32 damageSequence; ///< Damage level decals
  536. S32 hulkSequence; ///< Destroyed hulk
  537. bool observeThroughObject; // observe this object through its camera transform and default fov
  538. /// @name Collision Data
  539. /// @{
  540. Vector<S32> collisionDetails; ///< Detail level used to collide with.
  541. ///
  542. /// These are detail IDs, see TSShape::findDetail()
  543. Vector<Box3F> collisionBounds; ///< Detail level bounding boxes.
  544. Vector<S32> LOSDetails; ///< Detail level used to perform line-of-sight queries against.
  545. ///
  546. /// These are detail IDs, see TSShape::findDetail()
  547. /// @}
  548. /// @name Misc. Settings
  549. /// @{
  550. bool firstPersonOnly; ///< Do we allow only first person view of this image?
  551. bool useEyePoint; ///< Do we use this object's eye point to view from?
  552. bool isInvincible; ///< If set, object cannot take damage (won't show up with damage bar either)
  553. bool renderWhenDestroyed; ///< If set, will not render this object when destroyed.
  554. bool inheritEnergyFromMount;
  555. /// @}
  556. virtual bool preload(bool server, String &errorStr);
  557. void computeAccelerator(U32 i);
  558. S32 findMountPoint(U32 n);
  559. /// @name Infrastructure
  560. /// The derived class should provide the following:
  561. /// @{
  562. DECLARE_CONOBJECT(ShapeBaseData);
  563. ShapeBaseData();
  564. ~ShapeBaseData();
  565. static void initPersistFields();
  566. virtual void packData(BitStream* stream);
  567. virtual void unpackData(BitStream* stream);
  568. /// @}
  569. /// @name Callbacks
  570. /// @{
  571. DECLARE_CALLBACK( void, onEnabled, ( ShapeBase* obj, const char* lastState ) );
  572. DECLARE_CALLBACK( void, onDisabled, ( ShapeBase* obj, const char* lastState ) );
  573. DECLARE_CALLBACK( void, onDestroyed, ( ShapeBase* obj, const char* lastState ) );
  574. DECLARE_CALLBACK( void, onImpact, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
  575. DECLARE_CALLBACK( void, onCollision, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
  576. DECLARE_CALLBACK( void, onDamage, ( ShapeBase* obj, F32 delta ) );
  577. DECLARE_CALLBACK( void, onTrigger, ( ShapeBase* obj, S32 index, bool state ) );
  578. DECLARE_CALLBACK( void, onEndSequence, (ShapeBase* obj, S32 slot, const char* name));
  579. DECLARE_CALLBACK( void, onForceUncloak, ( ShapeBase* obj, const char* reason ) );
  580. /// @}
  581. struct TextureTagRemapping
  582. {
  583. char* old_tag;
  584. char* new_tag;
  585. };
  586. StringTableEntry remap_txr_tags;
  587. char* remap_buffer;
  588. Vector<TextureTagRemapping> txr_tag_remappings;
  589. bool silent_bbox_check;
  590. void onShapeChanged() {}
  591. void onDebrisChanged() {}
  592. public:
  593. ShapeBaseData(const ShapeBaseData&, bool = false);
  594. };
  595. //----------------------------------------------------------------------------
  596. class WaterObject;
  597. class CameraShake;
  598. /// ShapeBase is the renderable shape from which most of the scriptable objects
  599. /// are derived, including the player, vehicle and items classes. ShapeBase
  600. /// provides basic shape loading, audio channels, and animation as well as damage
  601. /// (and damage states), energy, and the ability to mount images and objects.
  602. ///
  603. /// @nosubgrouping
  604. class ShapeBase : public GameBase, public ISceneLight
  605. {
  606. friend class ShapeBaseConvex;
  607. friend struct ShapeBaseImageData;
  608. friend void waterFind(SceneObject*, void*);
  609. friend void physicalZoneFind(SceneObject*, void*);
  610. public:
  611. typedef GameBase Parent;
  612. enum PublicConstants {
  613. ThreadSequenceBits = 6,
  614. MaxSequenceIndex = (1 << ThreadSequenceBits) - 1,
  615. EnergyLevelBits = 5,
  616. DamageLevelBits = 6,
  617. DamageStateBits = 2,
  618. // The thread and image limits should not be changed without
  619. // also changing the ShapeBaseMasks enum values declared
  620. // further down.
  621. MaxSoundThreads = 4, ///< Should be a power of 2
  622. MaxScriptThreads = 4, ///< Should be a power of 2
  623. MaxMountedImages = 4, ///< Should be a power of 2
  624. MaxImageEmitters = 3,
  625. NumImageBits = 3,
  626. CollisionTimeoutValue = 250 ///< Timeout in ms.
  627. };
  628. /// This enum indexes into the sDamageStateName array
  629. enum DamageState {
  630. Enabled,
  631. Disabled,
  632. Destroyed,
  633. NumDamageStates,
  634. NumDamageStateBits = 2, ///< Should be log2 of the number of states.
  635. };
  636. protected:
  637. ShapeBaseData* mDataBlock; ///< Datablock
  638. bool mIsAiControlled; ///< Is this object AI controlled?
  639. //GameConnection* mControllingClient; ///< Controlling client
  640. ShapeBase* mControllingObject; ///< Controlling object
  641. bool mTrigger[MaxTriggerKeys]; ///< What triggers are set, if any.
  642. /// @name Scripted Sound
  643. /// @{
  644. struct SoundThread {
  645. bool play; ///< Are we playing this sound?
  646. SimTime timeout; ///< Time until we stop playing this sound.
  647. AssetPtr<SoundAsset> asset; ///< Asset on server
  648. SFXSource* sound; ///< Sound on client
  649. };
  650. SoundThread mSoundThread[MaxSoundThreads];
  651. /// @}
  652. /// @name Scripted Animation Threads
  653. /// @{
  654. struct Thread {
  655. /// State of the animation thread.
  656. enum State {
  657. Play, Stop, Pause, Destroy
  658. };
  659. TSThread* thread; ///< Pointer to 3space data.
  660. State state; ///< State of the thread
  661. S32 sequence; ///< The animation sequence which is running in this thread.
  662. F32 timescale; ///< Timescale
  663. bool atEnd; ///< Are we at the end of this thread?
  664. F32 position;
  665. };
  666. Thread mScriptThread[MaxScriptThreads];
  667. /// @}
  668. /// @name Motion
  669. /// @{
  670. bool mMoveMotion; ///< Indicates that a Move has come in requesting x, y or z motion
  671. /// @}
  672. protected:
  673. // ShapeBase pointer to our mount object if it is ShapeBase, else it is NULL.
  674. ShapeBase *mShapeBaseMount;
  675. /// @name Mounted Images
  676. /// @{
  677. /// An image mounted on a shapebase.
  678. struct MountedImage {
  679. ShapeBaseImageData* dataBlock;
  680. ShapeBaseImageData::StateData *state;
  681. ShapeBaseImageData* nextImage;
  682. NetStringHandle skinNameHandle;
  683. NetStringHandle nextSkinNameHandle;
  684. String appliedSkinName;
  685. NetStringHandle scriptAnimPrefix; ///< The script based anim prefix
  686. /// @name State
  687. ///
  688. /// Variables tracking the state machine
  689. /// representing this specific mounted image.
  690. /// @{
  691. bool loaded; ///< Is the image loaded?
  692. bool nextLoaded; ///< Is the next state going to result in the image being loaded?
  693. F32 delayTime; ///< Time till next state.
  694. F32 rDT; ///< Remainder delta time. Used internally.
  695. U32 fireCount; ///< Fire skip count.
  696. ///
  697. /// This is incremented every time the triggerDown bit is changed,
  698. /// so that the engine won't be too confused if the player toggles the
  699. /// trigger a bunch of times in a short period.
  700. ///
  701. /// @note The network deals with this variable at 3-bit precision, so it
  702. /// can only range 0-7.
  703. ///
  704. /// @see ShapeBase::setImageState()
  705. U32 altFireCount; ///< Alternate fire skip count.
  706. ///< @see fireCount
  707. U32 reloadCount; ///< Reload skip count.
  708. ///< @see fireCount
  709. bool triggerDown; ///< Is the trigger down?
  710. bool altTriggerDown; ///< Is the second trigger down?
  711. bool ammo; ///< Do we have ammo?
  712. ///
  713. /// May be true based on either energy OR ammo.
  714. bool target; ///< Have we acquired a targer?
  715. bool wet; ///< Is the weapon wet?
  716. bool motion; ///< Is the player in motion?
  717. bool genericTrigger[ShapeBaseImageData::MaxGenericTriggers]; ///< Generic triggers not assigned to anything in particular. These
  718. /// may be used to indicate some transition should occur.
  719. /// @}
  720. /// @name 3space
  721. ///
  722. /// Handles to threads and shapeinstances in the 3space system.
  723. /// @{
  724. TSShapeInstance* shapeInstance[ShapeBaseImageData::MaxShapes];
  725. TSThread *ambientThread[ShapeBaseImageData::MaxShapes];
  726. TSThread *visThread[ShapeBaseImageData::MaxShapes];
  727. TSThread *animThread[ShapeBaseImageData::MaxShapes];
  728. TSThread *flashThread[ShapeBaseImageData::MaxShapes];
  729. TSThread *spinThread[ShapeBaseImageData::MaxShapes];
  730. bool doAnimateAllShapes; ///< Should all threads animate across all shapes to keep them in sync?
  731. bool forceAnimateAllShapes; ///< If the mounted image's owner is being controlled by the client
  732. /// and the image's datablock animateAllShapes field is true
  733. /// then set this to true and pass along to the client. This will help
  734. /// in the cases where the client's control object is ghosted but does
  735. /// not yet have its controlling client set correctly due to networking
  736. /// order of operations. All this for the MountedImage::updateDoAnimateAllShapes()
  737. /// optimization.
  738. U32 lastShapeIndex; ///< Tracks the last shape index.
  739. /// @}
  740. /// @name Effects
  741. ///
  742. /// Variables relating to lights, sounds, and particles.
  743. /// @{
  744. SimTime lightStart; ///< Starting time for light flashes.
  745. LightInfo* lightInfo; ///< The real light (if any) associated with this weapon image.
  746. Vector<SFXSource*> mSoundSources; ///< Vector of currently playing sounds
  747. void updateSoundSources(const MatrixF& renderTransform);
  748. void addSoundSource(SFXSource* source);
  749. /// Represent the state of a specific particle emitter on the image.
  750. struct ImageEmitter {
  751. S32 node;
  752. F32 time;
  753. SimObjectPtr<ParticleEmitter> emitter;
  754. };
  755. ImageEmitter emitter[MaxImageEmitters];
  756. /// @}
  757. //
  758. MountedImage();
  759. ~MountedImage();
  760. void updateDoAnimateAllShapes(const ShapeBase* owner);
  761. };
  762. MountedImage mMountedImageList[MaxMountedImages];
  763. /// @}
  764. /// @name Render settings
  765. /// @{
  766. TSShapeInstance* mShapeInstance;
  767. Convex * mConvexList;
  768. NetStringHandle mSkinNameHandle;
  769. String mAppliedSkinName;
  770. NetStringHandle mShapeNameHandle; ///< Name sent to client
  771. /// @}
  772. /// @name Physical Properties
  773. /// @{
  774. S32 mAiPose; ///< Current pose.
  775. F32 mEnergy; ///< Current enery level.
  776. F32 mRechargeRate; ///< Energy recharge rate (in units/tick).
  777. F32 mMass; ///< Mass.
  778. F32 mOneOverMass; ///< Inverse of mass.
  779. /// @note This is used to optimize certain physics calculations.
  780. /// @}
  781. /// @name Physical Properties
  782. ///
  783. /// Properties for the current object, which are calculated
  784. /// based on the container we are in.
  785. ///
  786. /// @see ShapeBase::updateContainer()
  787. /// @see ShapeBase::mContainer
  788. /// @{
  789. F32 mDrag; ///< Drag.
  790. F32 mBuoyancy; ///< Buoyancy factor.
  791. String mLiquidType; ///< Type of liquid (if any) we are in.
  792. F32 mLiquidHeight; ///< Height of liquid around us (from 0..1).
  793. F32 mWaterCoverage; ///< Percent of this object covered by water
  794. Point3F mAppliedForce;
  795. F32 mNetGravity;
  796. /// @}
  797. F32 mDamageFlash;
  798. F32 mWhiteOut;
  799. bool mFlipFadeVal;
  800. public:
  801. /// @name Collision Notification
  802. /// This is used to keep us from spamming collision notifications. When
  803. /// a collision occurs, we add to this list; then we don't notify anyone
  804. /// of the collision until the CollisionTimeout expires (which by default
  805. /// occurs in 1/10 of a second).
  806. ///
  807. /// @see notifyCollision(), queueCollision()
  808. /// @{
  809. struct CollisionTimeout
  810. {
  811. CollisionTimeout* next;
  812. SceneObject* object;
  813. U32 objectNumber;
  814. SimTime expireTime;
  815. VectorF vector;
  816. };
  817. CollisionTimeout* mTimeoutList;
  818. static CollisionTimeout* sFreeTimeoutList;
  819. /// Go through all the items in the collision queue and call onCollision on them all
  820. /// @see onCollision
  821. void notifyCollision();
  822. /// Add a collision to the queue of collisions waiting to be handled @see onCollision
  823. /// @param object Object collision occurs with
  824. /// @param vec Vector along which collision occurs
  825. void queueCollision( SceneObject *object, const VectorF &vec);
  826. /// @see SceneObject
  827. virtual void onCollision( SceneObject *object, const VectorF &vec );
  828. /// @}
  829. protected:
  830. /// @name Damage
  831. /// @{
  832. F32 mDamage;
  833. F32 mRepairRate;
  834. F32 mRepairReserve;
  835. DamageState mDamageState;
  836. TSThread *mDamageThread;
  837. TSThread *mHulkThread;
  838. VectorF damageDir;
  839. /// @}
  840. /// @name Cloaking
  841. /// @{
  842. bool mCloaked;
  843. F32 mCloakLevel;
  844. // TextureHandle mCloakTexture;
  845. /// @}
  846. /// @name Fading
  847. /// @{
  848. bool mFadeOut;
  849. bool mFading;
  850. F32 mFadeVal;
  851. F32 mFadeElapsedTime;
  852. F32 mFadeTime;
  853. F32 mFadeDelay;
  854. public:
  855. F32 getFadeVal() { return mFadeVal; }
  856. /// @}
  857. protected:
  858. /// @name Control info
  859. /// @{
  860. F32 mCameraFov; ///< The camera vertical FOV in degrees.
  861. bool mIsControlled; ///< Client side controlled flag
  862. /// @}
  863. public:
  864. static U32 sLastRenderFrame;
  865. protected:
  866. U32 mLastRenderFrame;
  867. F32 mLastRenderDistance;
  868. /// Do a reskin if necessary.
  869. virtual void reSkin();
  870. /// This recalculates the total mass of the object, and all mounted objects
  871. void updateMass();
  872. /// @name Image Manipulation
  873. /// @{
  874. /// Utility function to call script functions which have to do with ShapeBase
  875. /// objects.
  876. /// @param imageSlot Image Slot id
  877. /// @param function Function
  878. void scriptCallback(U32 imageSlot,const char* function);
  879. /// Assign a ShapeBaseImage to an image slot
  880. /// @param imageSlot Image Slot ID
  881. /// @param imageData ShapeBaseImageData to assign
  882. /// @param skinNameHandle Skin texture name
  883. /// @param loaded Is the image loaded?
  884. /// @param ammo Does the image have ammo?
  885. /// @param triggerDown Is the trigger on this image down?
  886. /// @param altTriggerDown Is the second trigger on this image down?
  887. /// @param target Does the image have a target?
  888. virtual void setImage( U32 imageSlot,
  889. ShapeBaseImageData* imageData,
  890. NetStringHandle &skinNameHandle,
  891. bool loaded = true, bool ammo = false,
  892. bool triggerDown = false,
  893. bool altTriggerDown = false,
  894. bool motion = false,
  895. bool genericTrigger0 = false,
  896. bool genericTrigger1 = false,
  897. bool genericTrigger2 = false,
  898. bool genericTrigger3 = false,
  899. bool target = false );
  900. /// Clear out an image slot
  901. /// @param imageSlot Image slot id
  902. void resetImageSlot(U32 imageSlot);
  903. /// Get the firing action state of the image
  904. /// @param imageSlot Image slot id
  905. U32 getImageFireState(U32 imageSlot);
  906. /// Get the alternate firing action state of the image
  907. /// @param imageSlot Image slot id
  908. U32 getImageAltFireState(U32 imageSlot);
  909. /// Get the reload action state of the image
  910. /// @param imageSlot Image slot id
  911. U32 getImageReloadState(U32 imageSlot);
  912. /// Sets the state of the image by state index
  913. /// @param imageSlot Image slot id
  914. /// @param state State id
  915. /// @param force Force image to state or let it finish then change
  916. void setImageState(U32 imageSlot, U32 state, bool force = false);
  917. void updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState=NULL);
  918. /// Get the animation prefix for the image
  919. /// @param imageSlot Image slot id
  920. /// @param imageShapeIndex Shape index (1st person, etc.) used to look up the prefix text
  921. virtual const char* getImageAnimPrefix(U32 imageSlot, S32 imageShapeIndex) { return ""; }
  922. /// Advance animation on a image
  923. /// @param imageSlot Image slot id
  924. /// @param dt Change in time since last animation update
  925. void updateImageAnimation(U32 imageSlot, F32 dt);
  926. /// Advance state of image
  927. /// @param imageSlot Image slot id
  928. /// @param dt Change in time since last state update
  929. void updateImageState(U32 imageSlot,F32 dt);
  930. /// Start up the particle emitter for the this shapebase
  931. /// @param image Mounted image
  932. /// @param state State of shape base image
  933. void startImageEmitter(MountedImage &image,ShapeBaseImageData::StateData &state);
  934. /// Get light information for a mounted image
  935. /// @param imageSlot Image slot id
  936. Light* getImageLight(U32 imageSlot);
  937. /// Get the shape index to use for a mounted image
  938. /// @param image Mounted image
  939. U32 getImageShapeIndex(const MountedImage& image) const;
  940. /// @}
  941. /// Prune out non looping sounds from the sound manager which have expired
  942. void updateServerAudio();
  943. /// Updates the audio state of the supplied sound
  944. /// @param st Sound
  945. void updateAudioState(SoundThread& st);
  946. /// Recalculates the spacial sound based on the current position of the object
  947. /// emitting the sound.
  948. void updateAudioPos();
  949. /// Update bouyency and drag properties
  950. void updateContainer();
  951. /// @name Events
  952. /// @{
  953. virtual void onDeleteNotify(SimObject*);
  954. virtual void onImage(U32 imageSlot, bool unmount);
  955. virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
  956. virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
  957. virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
  958. virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
  959. virtual void ejectShellCasing( U32 imageSlot );
  960. virtual void shakeCamera( U32 imageSlot );
  961. virtual void updateDamageLevel();
  962. virtual void updateDamageState();
  963. virtual void onImpact(SceneObject* obj, const VectorF& vec);
  964. virtual void onImpact(const VectorF& vec);
  965. /// @}
  966. /// The inner prep render function that does the
  967. /// standard work to render the shapes.
  968. void _prepRenderImage( SceneRenderState* state,
  969. bool renderSelf,
  970. bool renderMountedImages );
  971. /// Renders the shape bounds as well as the
  972. /// bounds of all mounted shape images.
  973. void _renderBoundingBox( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* );
  974. void emitDust( ParticleEmitter* emitter, F32 triggerHeight, const Point3F& offset, U32 numMilliseconds, const Point3F& axis = Point3F::Zero );
  975. public:
  976. ShapeBase();
  977. ~ShapeBase();
  978. TSShapeInstance* getShapeInstance() { return mShapeInstance; }
  979. static void initPersistFields();
  980. static bool _setFieldSkin( void *object, const char *index, const char *data );
  981. static const char *_getFieldSkin( void *object, const char *data );
  982. /// @name Network state masks
  983. /// @{
  984. ///
  985. enum ShapeBaseMasks {
  986. NameMask = Parent::NextFreeMask,
  987. DamageMask = Parent::NextFreeMask << 1,
  988. NoWarpMask = Parent::NextFreeMask << 2,
  989. CloakMask = Parent::NextFreeMask << 3,
  990. SkinMask = Parent::NextFreeMask << 4,
  991. MeshHiddenMask = Parent::NextFreeMask << 5,
  992. SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
  993. ThreadMaskN = SoundMaskN << MaxSoundThreads, ///< Extends + MaxScriptThreads bits
  994. ImageMaskN = ThreadMaskN << MaxScriptThreads, ///< Extends + MaxMountedImage bits
  995. NextFreeMask = ImageMaskN << MaxMountedImages
  996. };
  997. enum BaseMaskConstants {
  998. SoundMask = (SoundMaskN << MaxSoundThreads) - SoundMaskN,
  999. ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN,
  1000. ImageMask = (ImageMaskN << MaxMountedImages) - ImageMaskN
  1001. };
  1002. /// @}
  1003. static F32 sWhiteoutDec;
  1004. static F32 sDamageFlashDec;
  1005. static F32 sFullCorrectionDistance;
  1006. static F32 sCloakSpeed; // Time to cloak, in seconds
  1007. CubeReflector mCubeReflector;
  1008. /// @name Initialization
  1009. /// @{
  1010. bool onAdd();
  1011. void onRemove();
  1012. void onSceneRemove();
  1013. static void consoleInit();
  1014. bool onNewDataBlock( GameBaseData *dptr, bool reload );
  1015. /// @}
  1016. /// @name Name & Skin tags
  1017. /// @{
  1018. void setShapeName(const char*);
  1019. const char* getShapeName();
  1020. void setSkinName(const char*);
  1021. const char* getSkinName();
  1022. /// @}
  1023. /// @name Mesh Visibility
  1024. /// @{
  1025. protected:
  1026. /// A bit vector of the meshes forced to be hidden.
  1027. BitVector mMeshHidden;
  1028. /// Sync the shape instance with the hidden mesh bit vector.
  1029. void _updateHiddenMeshes();
  1030. public:
  1031. /// Change the hidden state on all the meshes.
  1032. void setAllMeshesHidden( bool forceHidden );
  1033. /// Set the force hidden state on a mesh.
  1034. void setMeshHidden( S32 meshIndex, bool forceHidden );
  1035. /// Set the force hidden state on a named mesh.
  1036. void setMeshHidden( const char *meshName, bool forceHidden );
  1037. #ifndef TORQUE_SHIPPING
  1038. /// Prints the list of meshes and their visibility state
  1039. /// to the console for debugging purposes.
  1040. void dumpMeshVisibility();
  1041. #endif
  1042. /// @}
  1043. public:
  1044. /// @name Basic attributes
  1045. /// @{
  1046. /// Sets the amount of damage on this object.
  1047. void setDamageLevel(F32 damage);
  1048. /// Changes the object's damage state.
  1049. /// @param state New state of the object
  1050. void setDamageState(DamageState state);
  1051. /// Changes the object's damage state, based on a named state.
  1052. /// @see setDamageState
  1053. /// @param state New state of the object as a string.
  1054. bool setDamageState(const char* state);
  1055. /// Returns the name of the current damage state as a string.
  1056. const char* getDamageStateName();
  1057. /// Returns the current damage state.
  1058. DamageState getDamageState() { return mDamageState; }
  1059. /// Returns true if the object is destroyed.
  1060. bool isDestroyed() { return mDamageState == Destroyed; }
  1061. /// Sets the rate at which the object regenerates damage.
  1062. ///
  1063. /// @param rate Repair rate in units/second.
  1064. void setRepairRate(F32 rate) { mRepairRate = rate; }
  1065. /// Returns damage amount.
  1066. F32 getDamageLevel() { return mDamage; }
  1067. /// Returns the damage percentage.
  1068. ///
  1069. /// @return Damage factor, between 0.0 - 1.0
  1070. F32 getDamageValue();
  1071. /// Returns the datablock.maxDamage value
  1072. F32 getMaxDamage();
  1073. /// Returns the rate at which the object regenerates damage
  1074. F32 getRepairRate() { return mRepairRate; }
  1075. /// Adds damage to an object
  1076. /// @param amount Amount of of damage to add
  1077. void applyDamage(F32 amount);
  1078. /// Removes damage to an object
  1079. /// @param amount Amount to repair object by
  1080. void applyRepair(F32 amount);
  1081. /// Sets the direction from which the damage is coming
  1082. /// @param vec Vector indicating the direction of the damage
  1083. void setDamageDir(const VectorF& vec) { damageDir = vec; }
  1084. /// Sets the level of energy for this object
  1085. /// @param energy Level of energy to assign to this object
  1086. virtual void setEnergyLevel(F32 energy);
  1087. /// Sets the rate at which the energy replentishes itself
  1088. /// @param rate Rate at which energy restores
  1089. void setRechargeRate(F32 rate) { mRechargeRate = rate; }
  1090. /// Returns the amount of energy in the object
  1091. F32 getEnergyLevel();
  1092. /// Returns the percentage of energy, 0.0 - 1.0
  1093. F32 getEnergyValue();
  1094. /// Returns the recharge rate
  1095. F32 getRechargeRate() { return mRechargeRate; }
  1096. /// Makes the shape explode.
  1097. virtual void blowUp();
  1098. /// @}
  1099. /// @name Script sounds
  1100. /// @{
  1101. /// Plays an audio sound from a mounted object
  1102. /// @param slot Mount slot ID
  1103. void playAudio(U32 slot, StringTableEntry assetId);
  1104. /// Stops audio from a mounted object
  1105. /// @param slot Mount slot ID
  1106. void stopAudio(U32 slot);
  1107. /// @}
  1108. /// @name Script animation
  1109. /// @{
  1110. const char *getThreadSequenceName( U32 slot );
  1111. /// Sets the animation thread for a mounted object
  1112. /// @param slot Mount slot ID
  1113. /// @param seq Sequence id
  1114. /// @param reset Reset the sequence
  1115. bool setThreadSequence(U32 slot, S32 seq, bool reset = true);
  1116. /// Update the animation thread
  1117. /// @param st Thread to update
  1118. void updateThread(Thread& st);
  1119. /// Stop the current thread from playing on a mounted object
  1120. /// @param slot Mount slot ID
  1121. bool stopThread(U32 slot);
  1122. /// Destroys the given animation thread
  1123. /// @param slot Mount slot ID
  1124. bool destroyThread(U32 slot);
  1125. /// Pause the running animation thread
  1126. /// @param slot Mount slot ID
  1127. bool pauseThread(U32 slot);
  1128. /// Start playing the running animation thread again
  1129. /// @param slot Mount slot ID
  1130. bool playThread(U32 slot);
  1131. /// Set the thread position
  1132. /// @param slot Mount slot ID
  1133. /// @param pos Position
  1134. bool setThreadPosition( U32 slot, F32 pos );
  1135. /// Toggle the thread as reversed or normal (For example, sidestep-right reversed is sidestep-left)
  1136. /// @param slot Mount slot ID
  1137. /// @param forward True if the animation is to be played normally
  1138. bool setThreadDir(U32 slot,bool forward);
  1139. /// Set the thread time scale
  1140. /// @param slot Mount slot ID
  1141. /// @param timescale Timescale
  1142. bool setThreadTimeScale( U32 slot, F32 timeScale );
  1143. /// Advance all animation threads attached to this shapebase
  1144. /// @param dt Change in time from last call to this function
  1145. void advanceThreads(F32 dt);
  1146. /// @}
  1147. /// @name Cloaking
  1148. /// @{
  1149. /// Force uncloaking of object
  1150. /// @param reason Reason this is being forced to uncloak, this is passed directly to script control
  1151. void forceUncloak(const char *reason);
  1152. /// Set cloaked state of object
  1153. /// @param cloaked True if object is cloaked
  1154. void setCloakedState(bool cloaked);
  1155. /// Returns true if object is cloaked
  1156. bool getCloakedState();
  1157. /// Returns level of cloaking, as it's not an instant "now you see it, now you don't"
  1158. F32 getCloakLevel();
  1159. /// @}
  1160. /// @name Mounted objects
  1161. /// @{
  1162. virtual void onMount( SceneObject *obj, S32 node );
  1163. virtual void onUnmount( SceneObject *obj,S32 node );
  1164. virtual void getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat );
  1165. virtual void getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat );
  1166. /// @}
  1167. /// Returns where the AI should be to repair this object
  1168. ///
  1169. /// @note Legacy code from Tribes 2, but still works
  1170. Point3F getAIRepairPoint();
  1171. /// @name Mounted Images
  1172. /// @{
  1173. /// Mount an image (ShapeBaseImage) onto an image slot
  1174. /// @param image ShapeBaseImage to mount
  1175. /// @param imageSlot Image mount point
  1176. /// @param loaded True if weapon is loaded (it assumes it's a weapon)
  1177. /// @param skinNameHandle Skin name for object
  1178. virtual bool mountImage(ShapeBaseImageData* image,U32 imageSlot,bool loaded, NetStringHandle &skinNameHandle);
  1179. /// Unmount an image from a slot
  1180. /// @param imageSlot Mount point
  1181. virtual bool unmountImage(U32 imageSlot);
  1182. /// Gets the information on the image mounted in a slot
  1183. /// @param imageSlot Mount point
  1184. ShapeBaseImageData* getMountedImage(U32 imageSlot);
  1185. /// Gets the mounted image on on a slot
  1186. /// @param imageSlot Mount Point
  1187. MountedImage* getImageStruct(U32 imageSlot);
  1188. TSShapeInstance* getImageShapeInstance(U32 imageSlot)
  1189. {
  1190. const MountedImage &image = mMountedImageList[imageSlot];
  1191. U32 imageShapeIndex = getImageShapeIndex(image);
  1192. if(image.dataBlock && image.shapeInstance[imageShapeIndex])
  1193. return image.shapeInstance[imageShapeIndex];
  1194. return NULL;
  1195. }
  1196. /// Gets the next image which will be put in an image slot
  1197. /// @see setImageState
  1198. /// @param imageSlot mount Point
  1199. ShapeBaseImageData* getPendingImage(U32 imageSlot);
  1200. /// Returns true if the mounted image is firing
  1201. /// @param imageSlot Mountpoint
  1202. bool isImageFiring(U32 imageSlot);
  1203. /// Returns true if the mounted image is alternate firing
  1204. /// @param imageSlot Mountpoint
  1205. bool isImageAltFiring(U32 imageSlot);
  1206. /// Returns true if the mounted image is reloading
  1207. /// @param imageSlot Mountpoint
  1208. bool isImageReloading(U32 imageSlot);
  1209. /// This will return true if, when triggered, the object will fire.
  1210. /// @param imageSlot mount point
  1211. /// @param ns Used internally for recursion, do not mess with
  1212. /// @param depth Used internally for recursion, do not mess with
  1213. bool isImageReady(U32 imageSlot,U32 ns = (U32)-1,U32 depth = 0);
  1214. /// Returns true if the specified image is mounted
  1215. /// @param image ShapeBase image
  1216. bool isImageMounted(ShapeBaseImageData* image);
  1217. /// Returns the slot which the image specified is mounted on
  1218. /// @param image Image to test for
  1219. S32 getMountSlot(ShapeBaseImageData* image);
  1220. /// Returns the skin for the image in a slot
  1221. /// @param imageSlot Image slot to get the skin from
  1222. NetStringHandle getImageSkinTag(U32 imageSlot);
  1223. /// Check if the given state exists on the mounted Image
  1224. /// @param imageSlot Image slot id
  1225. /// @param state Image state to check for
  1226. bool hasImageState(U32 imageSlot, const char* state);
  1227. /// Returns the image state as a string
  1228. /// @param imageSlot Image slot to check state
  1229. const char* getImageState(U32 imageSlot);
  1230. /// Sets the generic trigger state of the image
  1231. /// @param imageSlot Image slot
  1232. /// @param trigger Generic trigger number 0-3
  1233. /// @param state True if generic trigger is down
  1234. void setImageGenericTriggerState(U32 imageSlot, U32 trigger, bool state);
  1235. /// Returns the generic trigger state of the image
  1236. /// @param imageSlot Image slot
  1237. /// @param trigger Generic trigger number 0-3
  1238. bool getImageGenericTriggerState(U32 imageSlot, U32 trigger);
  1239. /// Sets the trigger state of the image (Ie trigger pulled down on gun)
  1240. /// @param imageSlot Image slot
  1241. /// @param trigger True if trigger is down
  1242. void setImageTriggerState(U32 imageSlot,bool trigger);
  1243. /// Returns the trigger state of the image
  1244. /// @param imageSlot Image slot
  1245. bool getImageTriggerState(U32 imageSlot);
  1246. /// Sets the alt trigger state of the image (Ie trigger pulled down on gun)
  1247. /// @param imageSlot Image slot
  1248. /// @param trigger True if trigger is down
  1249. void setImageAltTriggerState( U32 imageSlot, bool trigger );
  1250. /// Returns the alt trigger state of the image
  1251. /// @param imageSlot Image slot
  1252. bool getImageAltTriggerState( U32 imageSlot );
  1253. /// Sets the flag if the image uses ammo or energy
  1254. /// @param imageSlot Image slot
  1255. /// @param ammo True if the weapon uses ammo, not energy
  1256. void setImageAmmoState(U32 imageSlot,bool ammo);
  1257. /// Returns true if the image uses ammo, not energy
  1258. /// @param imageSlot Image slot
  1259. bool getImageAmmoState(U32 imageSlot);
  1260. /// Sets the image as wet or not, IE if you wanted a gun not to function underwater
  1261. /// @param imageSlot Image slot
  1262. /// @param wet True if image is wet
  1263. void setImageWetState(U32 imageSlot,bool wet);
  1264. /// Returns true if image is wet
  1265. /// @param imageSlot image slot
  1266. bool getImageWetState(U32 imageSlot);
  1267. /// Sets the image as in motion or not, IE if you wanted a gun not to sway while the player is in motion
  1268. /// @param imageSlot Image slot
  1269. /// @param motion True if image is in motion
  1270. void setImageMotionState(U32 imageSlot,bool motion);
  1271. /// Returns true if image is in motion
  1272. /// @param imageSlot image slot
  1273. bool getImageMotionState(U32 imageSlot);
  1274. /// Sets the flag if the image has a target
  1275. /// @param imageSlot Image slot
  1276. /// @param ammo True if the weapon has a target
  1277. void setImageTargetState(U32 imageSlot,bool ammo);
  1278. /// Returns true if the image has a target
  1279. /// @param imageSlot Image slot
  1280. bool getImageTargetState(U32 imageSlot);
  1281. /// Sets the flag of if the image is loaded with ammo
  1282. /// @param imageSlot Image slot
  1283. /// @param loaded True if object is loaded with ammo
  1284. void setImageLoadedState(U32 imageSlot,bool loaded);
  1285. /// Returns true if object is loaded with ammo
  1286. /// @param imageSlot Image slot
  1287. bool getImageLoadedState(U32 imageSlot);
  1288. /// Set the script animation prefix for the image
  1289. /// @param imageSlot Image slot id
  1290. /// @param prefix The prefix applied to the image
  1291. void setImageScriptAnimPrefix(U32 imageSlot, NetStringHandle prefix);
  1292. /// Get the script animation prefix for the image
  1293. /// @param imageSlot Image slot id
  1294. /// @param imageShapeIndex Shape index (1st person, etc.) used to look up the prefix text
  1295. NetStringHandle getImageScriptAnimPrefix(U32 imageSlot);
  1296. /// Modify muzzle, if needed, to aim at whatever is straight in front of eye.
  1297. /// Returns true if result is actually modified.
  1298. /// @param muzMat Muzzle transform (in/out)
  1299. /// @param result Corrected muzzle vector (out)
  1300. bool getCorrectedAim(const MatrixF& muzMat, VectorF* result);
  1301. /// Gets the muzzle vector of a specified slot
  1302. /// @param imageSlot Image slot to check transform for
  1303. /// @param vec Muzzle vector (out)
  1304. virtual void getMuzzleVector(U32 imageSlot,VectorF* vec);
  1305. /// Gets the point of the muzzle of the image
  1306. /// @param imageSlot Image slot
  1307. /// @param pos Muzzle point (out)
  1308. void getMuzzlePoint(U32 imageSlot,Point3F* pos);
  1309. /// @}
  1310. /// @name Transforms
  1311. /// @{
  1312. /// Gets the minimum viewing distance, maximum viewing distance, camera offsetand rotation
  1313. /// for this object, if the world were to be viewed through its eyes
  1314. /// @param min Minimum viewing distance
  1315. /// @param max Maximum viewing distance
  1316. /// @param offset Offset of the camera from the origin in local space
  1317. /// @param rot Rotation matrix
  1318. virtual void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot);
  1319. /// Gets the camera to world space transform matrix
  1320. /// @todo Find out what pos does
  1321. /// @param pos TODO: Find out what this does
  1322. /// @param mat Camera transform (out)
  1323. virtual void getCameraTransform(F32* pos,MatrixF* mat);
  1324. /// Gets the view transform for a particular eye, taking into account the current absolute
  1325. /// orient and position values of the display device.
  1326. virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
  1327. /// Gets the index of a node inside a mounted image given the name
  1328. /// @param imageSlot Image slot
  1329. /// @param nodeName Node name
  1330. S32 getNodeIndex(U32 imageSlot,StringTableEntry nodeName);
  1331. /// @}
  1332. /// @name Object Transforms
  1333. /// @{
  1334. /// Returns the eye transform of this shape, IE the eyes of a player
  1335. /// @param mat Eye transform (out)
  1336. virtual void getEyeTransform(MatrixF* mat);
  1337. /// Returns the eye transform of this shape without including mounted images, IE the eyes of a player
  1338. /// @param mat Eye transform (out)
  1339. virtual void getEyeBaseTransform(MatrixF* mat, bool includeBank);
  1340. /// The retraction transform is the muzzle transform in world space.
  1341. ///
  1342. /// If the gun is pushed back, for instance, if the player ran against something,
  1343. /// the muzzle of the gun gets pushed back towards the player, towards this location.
  1344. /// @param imageSlot Image slot
  1345. /// @param mat Transform (out)
  1346. virtual void getRetractionTransform(U32 imageSlot,MatrixF* mat);
  1347. /// Muzzle transform of mounted object in world space
  1348. /// @param imageSlot Image slot
  1349. /// @param mat Muzzle transform (out)
  1350. virtual void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
  1351. /// Gets the transform of a mounted image in world space
  1352. /// @param imageSlot Image slot
  1353. /// @param mat Transform (out)
  1354. virtual void getImageTransform(U32 imageSlot,MatrixF* mat);
  1355. /// Gets the transform of a node on a mounted image in world space
  1356. /// @param imageSlot Image Slot
  1357. /// @param node node on image
  1358. /// @param mat Transform (out)
  1359. virtual void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
  1360. /// Gets the transform of a node on a mounted image in world space
  1361. /// @param imageSlot Image Slot
  1362. /// @param nodeName Name of node on image
  1363. /// @param mat Transform (out)
  1364. virtual void getImageTransform(U32 imageSlot, StringTableEntry nodeName, MatrixF* mat);
  1365. ///@}
  1366. /// @name Render transforms
  1367. /// Render transforms are different from object transforms in that the render transform of an object
  1368. /// is where, in world space, the object is actually rendered. The object transform is the
  1369. /// absolute position of the object, as in where it should be.
  1370. ///
  1371. /// The render transforms typically vary from object transforms due to client side prediction.
  1372. ///
  1373. /// Other than that, these functions are identical to their object-transform counterparts
  1374. ///
  1375. /// @note These are meaningless on the server.
  1376. /// @{
  1377. virtual void getRenderRetractionTransform(U32 index,MatrixF* mat);
  1378. virtual void getRenderMuzzleTransform(U32 index,MatrixF* mat);
  1379. virtual void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false);
  1380. virtual void getRenderImageTransform(U32 index,S32 node, MatrixF* mat);
  1381. virtual void getRenderImageTransform(U32 index, StringTableEntry nodeName, MatrixF* mat);
  1382. virtual void getRenderMuzzleVector(U32 imageSlot,VectorF* vec);
  1383. virtual void getRenderMuzzlePoint(U32 imageSlot,Point3F* pos);
  1384. virtual void getRenderEyeTransform(MatrixF* mat);
  1385. virtual void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
  1386. /// @}
  1387. /// @name Screen Flashing
  1388. /// @{
  1389. /// Returns the level of screenflash that should be used
  1390. virtual F32 getDamageFlash() const;
  1391. /// Sets the flash level
  1392. /// @param amt Level of flash
  1393. virtual void setDamageFlash(const F32 amt);
  1394. /// White out is the flash-grenade blindness effect
  1395. /// This returns the level of flash to create
  1396. virtual F32 getWhiteOut() const;
  1397. /// Set the level of flash blindness
  1398. virtual void setWhiteOut(const F32);
  1399. /// @}
  1400. /// @name Movement & velocity
  1401. /// @{
  1402. /// Sets the velocity of this object
  1403. /// @param vel Velocity vector
  1404. virtual void setVelocity(const VectorF& vel);
  1405. /// Applies an impulse force to this object
  1406. /// @param pos Position where impulse came from in world space
  1407. /// @param vec Velocity vector (Impulse force F = m * v)
  1408. virtual void applyImpulse(const Point3F& pos,const VectorF& vec);
  1409. /// @}
  1410. /// @name Cameras and Control
  1411. /// @{
  1412. /// Returns the object controlling this object
  1413. ShapeBase* getControllingObject() { return mControllingObject; }
  1414. /// Sets the controlling object
  1415. /// @param obj New controlling object
  1416. virtual void setControllingObject(ShapeBase* obj);
  1417. ///
  1418. virtual void setControllingClient( GameConnection* connection );
  1419. /// Returns the object this is controlling
  1420. virtual ShapeBase* getControlObject();
  1421. /// sets the object this is controlling
  1422. /// @param obj New controlled object
  1423. virtual void setControlObject(ShapeBase *obj);
  1424. /// Returns true if this object is controlling by something
  1425. bool isControlled() { return(mIsControlled); }
  1426. /// Returns true if this object is being used as a camera in first person
  1427. bool isFirstPerson() const;
  1428. /// Returns true if the camera uses this objects eye point (defined by modeler)
  1429. bool useObjsEyePoint() const;
  1430. /// Returns true if this object can only be used as a first person camera
  1431. bool onlyFirstPerson() const;
  1432. /// Returns the vertical field of view in degrees for
  1433. /// this object if used as a camera.
  1434. virtual F32 getCameraFov() { return mCameraFov; }
  1435. /// Returns the default vertical field of view in degrees
  1436. /// if this object is used as a camera.
  1437. virtual F32 getDefaultCameraFov() { return mDataBlock->cameraDefaultFov; }
  1438. /// Sets the vertical field of view in degrees for this
  1439. /// object if used as a camera.
  1440. /// @param yfov The vertical FOV in degrees to test.
  1441. virtual void setCameraFov(F32 fov);
  1442. /// Returns true if the vertical FOV in degrees is within
  1443. /// allowable parameters of the datablock.
  1444. /// @param yfov The vertical FOV in degrees to test.
  1445. /// @see ShapeBaseData::cameraMinFov
  1446. /// @see ShapeBaseData::cameraMaxFov
  1447. virtual bool isValidCameraFov(F32 fov);
  1448. /// @}
  1449. void processTick(const Move *move);
  1450. void advanceTime(F32 dt);
  1451. /// @name Rendering
  1452. /// @{
  1453. /// Returns the renderable shape of this object
  1454. TSShape const* getShape();
  1455. /// @see SceneObject
  1456. virtual void prepRenderImage( SceneRenderState* state );
  1457. /// Used from ShapeBase::_prepRenderImage() to submit render
  1458. /// instances for the main shape or its mounted elements.
  1459. virtual void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
  1460. /// Preprender logic
  1461. virtual void calcClassRenderData() { }
  1462. /// Virtualize this so other classes may override it for custom reasons.
  1463. virtual void renderMountedImage( U32 imageSlot, TSRenderState &rstate, SceneRenderState *state );
  1464. /// @}
  1465. /// Control object scoping
  1466. void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo);
  1467. bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
  1468. bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info);
  1469. bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
  1470. void buildConvex(const Box3F& box, Convex* convex);
  1471. /// @name Rendering
  1472. /// @{
  1473. /// Increments the last rendered frame number
  1474. static void incRenderFrame() { sLastRenderFrame++; }
  1475. /// Returns true if the last frame calculated rendered
  1476. bool didRenderLastRender() { return mLastRenderFrame == sLastRenderFrame; }
  1477. /// Sets the state of this object as hidden or not. If an object is hidden
  1478. /// it is removed entirely from collisions, it is not ghosted and is
  1479. /// essentially "non existant" as far as simulation is concerned.
  1480. /// @param hidden True if object is to be hidden
  1481. virtual void setHidden(bool hidden);
  1482. /// Returns true if this object can be damaged
  1483. bool isInvincible();
  1484. /// Start fade of object in/out
  1485. /// @param fadeTime Time fade should take
  1486. /// @param fadeDelay Delay before starting fade
  1487. /// @param fadeOut True if object is fading out, false if fading in.
  1488. void startFade( F32 fadeTime, F32 fadeDelay = 0.0, bool fadeOut = true );
  1489. /// Traverses mounted objects and registers light sources with the light manager
  1490. /// @param lightManager Light manager to register with
  1491. /// @param lightingScene Set to true if the scene is being lit, in which case these lights will not be used
  1492. //void registerLights(LightManager * lightManager, bool lightingScene);
  1493. // ISceneLight
  1494. virtual void submitLights( LightManager *lm, bool staticLighting );
  1495. virtual LightInfo* getLight() { return NULL; }
  1496. /// @}
  1497. /// Returns true if the point specified is in the water
  1498. /// @param point Point to test in world space
  1499. bool pointInWater( Point3F &point );
  1500. /// Returns the percentage of this object covered by water
  1501. F32 getWaterCoverage() { return mWaterCoverage; }
  1502. /// Returns the height of the liquid on this object
  1503. F32 getLiquidHeight() { return mLiquidHeight; }
  1504. virtual WaterObject* getCurrentWaterObject();
  1505. void setCurrentWaterObject( WaterObject *obj );
  1506. void setTransform(const MatrixF & mat);
  1507. virtual F32 getMass() const { return mMass; }
  1508. /// @name Network
  1509. /// @{
  1510. F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
  1511. U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
  1512. void unpackUpdate(NetConnection *conn, BitStream *stream);
  1513. void writePacketData(GameConnection *conn, BitStream *stream);
  1514. void readPacketData(GameConnection *conn, BitStream *stream);
  1515. /// @}
  1516. DECLARE_CONOBJECT(ShapeBase);
  1517. protected:
  1518. DECLARE_CALLBACK( F32, validateCameraFov, (F32 fov) );
  1519. public:
  1520. class CollisionEventCallback
  1521. {
  1522. public:
  1523. virtual void collisionNotify(SceneObject* shape0, SceneObject* shape1, const VectorF& vel)=0;
  1524. };
  1525. private:
  1526. Vector<CollisionEventCallback*> collision_callbacks;
  1527. void notifyCollisionCallbacks(SceneObject*, const VectorF& vel);
  1528. public:
  1529. void registerCollisionCallback(CollisionEventCallback*);
  1530. void unregisterCollisionCallback(CollisionEventCallback*);
  1531. protected:
  1532. enum {
  1533. ANIM_OVERRIDDEN = BIT(0),
  1534. BLOCK_USER_CONTROL = BIT(1),
  1535. IS_DEATH_ANIM = BIT(2),
  1536. BAD_ANIM_ID = 999999999,
  1537. BLENDED_CLIP = 0x80000000,
  1538. };
  1539. struct BlendThread
  1540. {
  1541. TSThread* thread;
  1542. U32 tag;
  1543. };
  1544. Vector<BlendThread> blend_clips;
  1545. static U32 unique_anim_tag_counter;
  1546. U8 anim_clip_flags;
  1547. S32 last_anim_id;
  1548. U32 last_anim_tag;
  1549. U32 last_anim_lock_tag;
  1550. S32 saved_seq_id;
  1551. F32 saved_pos;
  1552. F32 saved_rate;
  1553. U32 playBlendAnimation(S32 seq_id, F32 pos, F32 rate);
  1554. void restoreBlendAnimation(U32 tag);
  1555. public:
  1556. U32 playAnimation(const char* name, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim);
  1557. F32 getAnimationDuration(const char* name);
  1558. virtual void restoreAnimation(U32 tag);
  1559. virtual U32 getAnimationID(const char* name);
  1560. virtual U32 playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim);
  1561. virtual F32 getAnimationDurationByID(U32 anim_id);
  1562. virtual bool isBlendAnimation(const char* name);
  1563. virtual const char* getLastClipName(U32 clip_tag);
  1564. virtual void unlockAnimation(U32 tag, bool force=false) { }
  1565. virtual U32 lockAnimation() { return 0; }
  1566. virtual bool isAnimationLocked() const { return false; }
  1567. virtual void setSelectionFlags(U8 flags);
  1568. };
  1569. //------------------------------------------------------------------------------
  1570. // inlines
  1571. //------------------------------------------------------------------------------
  1572. inline bool ShapeBase::getCloakedState()
  1573. {
  1574. return(mCloaked);
  1575. }
  1576. inline F32 ShapeBase::getCloakLevel()
  1577. {
  1578. return(mCloakLevel);
  1579. }
  1580. inline const char* ShapeBase::getShapeName()
  1581. {
  1582. return mShapeNameHandle.getString();
  1583. }
  1584. inline const char* ShapeBase::getSkinName()
  1585. {
  1586. return mSkinNameHandle.getString();
  1587. }
  1588. inline WaterObject* ShapeBase::getCurrentWaterObject()
  1589. {
  1590. if ( isMounted() && mShapeBaseMount )
  1591. return mShapeBaseMount->getCurrentWaterObject();
  1592. return mCurrentWaterObject;
  1593. }
  1594. #endif // _H_SHAPEBASE_