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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 _TURRETSHAPE_H_
- #define _TURRETSHAPE_H_
- #ifndef _ITEM_H_
- #include "T3D/item.h"
- #endif
- class PhysicsBody;
- class TurretShape;
- //----------------------------------------------------------------------------
- class TurretShapeData: public ItemData {
- typedef ItemData Parent;
- public:
- enum FireLinkType {
- FireTogether, ///< All weapons fire under trigger 0
- GroupedFire, ///< Weapon mounts 0,2 fire under trigger 0, mounts 1,3 fire under trigger 1
- IndividualFire, ///< Each weapon mount fires under its own trigger 0-3
- NumFireLinkTypeBits = 2
- };
- FireLinkType weaponLinkType; ///< How are the weapons linked together and triggered
- enum {
- NumMirrorDirectionNodes = 4,
- };
- enum Recoil {
- LightRecoil,
- MediumRecoil,
- HeavyRecoil,
- NumRecoilSequences
- };
- S32 recoilSequence[NumRecoilSequences];
- S32 pitchSequence; ///< Optional sequence played when the turret pitches
- S32 headingSequence; ///< Optional sequence played when the turret's heading changes
- F32 cameraOffset; ///< Vertical offset
- F32 maxHeading; ///< Max degrees to rotate from center. 180 or more indicates full rotation.
- F32 minPitch; ///< Min degrees to rotate down from straight ahead
- F32 maxPitch; ///< Max degrees to rotate up from straight ahead
- F32 headingRate; ///< Degrees per second rotation. 0 means not allowed. Less than 0 means instantaneous.
- F32 pitchRate; ///< Degrees per second rotation. 0 means not allowed. Less than 0 means instantaneous.
- S32 headingNode; ///< Code controlled node for heading changes
- S32 pitchNode; ///< Code controlled node for pitch changes
- S32 pitchNodes[NumMirrorDirectionNodes]; ///< Additional nodes that mirror the movements of the pitch node.
- S32 headingNodes[NumMirrorDirectionNodes]; ///< Additional nodes that mirror the movements of the heading node.
- S32 weaponMountNode[ShapeBase::MaxMountedImages]; ///< Where ShapeBaseImageData weapons are mounted
- bool startLoaded; ///< Should the turret's mounted weapon(s) start in a loaded state?
- bool zRotOnly; ///< Should the turret allow only z rotations (like an item)?
- public:
- TurretShapeData();
- DECLARE_CONOBJECT(TurretShapeData);
- static void initPersistFields();
- virtual void packData(BitStream* stream);
- virtual void unpackData(BitStream* stream);
- virtual bool preload(bool server, String &errorStr);
- DECLARE_CALLBACK( void, onMountObject, ( SceneObject* turret, SceneObject* obj, S32 node ) );
- DECLARE_CALLBACK( void, onUnmountObject, ( SceneObject* turret, SceneObject* obj ) );
- DECLARE_CALLBACK( void, onStickyCollision, ( TurretShape* obj ) );
- };
- typedef TurretShapeData::FireLinkType TurretShapeFireLinkType;
- DefineEnumType( TurretShapeFireLinkType );
- //----------------------------------------------------------------------------
- class TurretShape: public Item
- {
- typedef Item Parent;
- typedef SceneObject GrandParent;
- protected:
- enum MaskBits {
- TurretUpdateMask = Parent::NextFreeMask << 0, ///< using one mask because we're running out of maskbits
- NextFreeMask = Parent::NextFreeMask << 1
- };
- // Client interpolation data for turret heading and pitch
- struct TurretStateDelta {
- Point3F rot;
- VectorF rotVec;
- F32 dt;
- };
- TurretStateDelta mTurretDelta;
- Point3F mRot; ///< Current heading and pitch
- bool mPitchAllowed; ///< Are pitch changes allowed
- bool mHeadingAllowed; ///< Are heading changes allowed
- F32 mPitchUp; ///< Pitch up limit, in radians
- F32 mPitchDown; ///< Pitch down limit, in radians
- F32 mHeadingMax; ///< Maximum heading limit from center, in radians
- F32 mPitchRate; ///< How fast the turret may pitch, in radians per second
- F32 mHeadingRate; ///< How fast the turret may yaw, in radians per second
- bool mRespawn;
- TSThread* mRecoilThread;
- TSThread* mImageStateThread;
- TSThread* mPitchThread;
- TSThread* mHeadingThread;
- // Static attributes
- TurretShapeData* mDataBlock;
- bool mSubclassTurretShapeHandlesScene; ///< A subclass of TurretShape will handle all of the adding to the scene
- void _setRotation(const Point3F& rot);
- void _updateNodes(const Point3F& rot);
- void _applyLimits(Point3F& rot);
- bool _outsideLimits(Point3F& rot); ///< Return true if any angle is outside of the limits
- void onUnmount(SceneObject* obj,S32 node);
- // Script level control
- bool allowManualRotation;
- bool allowManualFire;
- void updateAnimation(F32 dt);
- virtual void onImage(U32 imageSlot, bool unmount);
- virtual void onImageRecoil(U32 imageSlot,ShapeBaseImageData::StateData::RecoilState);
- virtual void onImageStateAnimation(U32 imageSlot, const char* seqName, bool direction, bool scaleToState, F32 stateTimeOutValue);
- public:
- TurretShape();
- virtual ~TurretShape();
- static void initPersistFields();
- bool onAdd();
- void onRemove();
- bool onNewDataBlock(GameBaseData *dptr, bool reload);
- const char* getStateName();
- virtual void updateDamageLevel();
- virtual void processTick(const Move *move);
- virtual void interpolateTick(F32 dt);
- virtual void advanceTime(F32 dt);
- virtual void setTransform( const MatrixF &mat );
- virtual bool getAllowManualRotation() { return allowManualRotation; }
- virtual void setAllowManualRotation(bool allow) { setMaskBits(TurretUpdateMask); allowManualRotation = allow; }
- virtual bool getAllowManualFire() { return allowManualFire; }
- virtual void setAllowManualFire(bool allow) { setMaskBits(TurretUpdateMask); allowManualFire = allow; }
- virtual void updateMove(const Move* move);
- bool getNodeTransform(S32 node, MatrixF& mat);
- bool getWorldNodeTransform(S32 node, MatrixF& mat);
- Point3F getTurretRotation() {return mRot;}
- void setTurretRotation(const Point3F& rot) {_setRotation(rot);}
- bool doRespawn() { return mRespawn; };
- virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity );
- virtual void unmountObject( SceneObject *obj );
- virtual void getCameraParameters(F32 *min,F32* max,Point3F* offset,MatrixF* rot);
- virtual void getCameraTransform(F32* pos,MatrixF* mat);
- virtual void writePacketData( GameConnection* conn, BitStream* stream );
- virtual void readPacketData( GameConnection* conn, BitStream* stream );
- virtual U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
- virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
- virtual void getWeaponMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat );
- virtual void getRenderWeaponMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat );
- virtual void getImageTransform(U32 imageSlot,MatrixF* mat);
- virtual void getRenderImageTransform(U32 imageSlot,MatrixF* mat,bool noEyeOffset=false);
- virtual void getImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
- virtual void getRenderImageTransform(U32 imageSlot,S32 node, MatrixF* mat);
- virtual void prepRenderImage( SceneRenderState* state );
- virtual void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
- DECLARE_CONOBJECT(TurretShape);
- };
- #endif // _TURRETSHAPE_H_
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