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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 _RIGIDSHAPE_H_
- #define _RIGIDSHAPE_H_
- #ifndef _SHAPEBASE_H_
- #include "T3D/shapeBase.h"
- #endif
- #ifndef _RIGID_H_
- #include "T3D/rigid.h"
- #endif
- #ifndef _BOXCONVEX_H_
- #include "collision/boxConvex.h"
- #endif
- #ifndef _T3D_PHYSICS_PHYSICSBODY_H_
- #include "T3D/physics/physicsBody.h"
- #endif
- #include "T3D/assets/SoundAsset.h"
- class ParticleEmitter;
- class ParticleEmitterData;
- class ClippedPolyList;
- class RigidShape;
- class RigidShapeData : public ShapeBaseData
- {
- typedef ShapeBaseData Parent;
- protected:
- bool onAdd();
- //-------------------------------------- Console set variables
- public:
- struct Body
- {
- enum Sounds
- {
- SoftImpactSound,
- HardImpactSound,
- MaxSounds,
- };
- F32 restitution;
- F32 friction;
- } body;
- DECLARE_SOUNDASSET_ARRAY(RigidShapeData, BodySounds, Body::Sounds::MaxSounds)
- enum RigidShapeConsts
- {
- VC_NUM_DUST_EMITTERS = 1,
- VC_NUM_BUBBLE_EMITTERS = 1,
- VC_NUM_SPLASH_EMITTERS = 2,
- VC_BUBBLE_EMITTER = VC_NUM_BUBBLE_EMITTERS,
- };
- enum Sounds
- {
- ExitWater,
- ImpactSoft,
- ImpactMedium,
- ImpactHard,
- Wake,
- MaxSounds
- };
- DECLARE_SOUNDASSET_ARRAY(RigidShapeData, WaterSounds, Sounds::MaxSounds)
- DECLARE_ASSET_ARRAY_SETGET(RigidShapeData, WaterSounds);
- F32 exitSplashSoundVel;
- F32 softSplashSoundVel;
- F32 medSplashSoundVel;
- F32 hardSplashSoundVel;
-
- F32 minImpactSpeed;
- F32 softImpactSpeed;
- F32 hardImpactSpeed;
- F32 minRollSpeed;
-
- bool cameraRoll; ///< Roll the 3rd party camera
- F32 cameraLag; ///< Amount of camera lag (lag += car velocity * lag)
- F32 cameraDecay; ///< Rate at which camera returns to target pos.
- F32 cameraOffset; ///< Vertical offset
- F32 minDrag;
- F32 maxDrag;
- S32 integration; ///< # of physics steps per tick
- F32 collisionTol; ///< Collision distance tolerance
- F32 contactTol; ///< Contact velocity tolerance
- Point3F massCenter; ///< Center of mass for rigid body
- Point3F massBox; ///< Size of inertial box
- ParticleEmitterData * dustEmitter;
- S32 dustID;
- F32 triggerDustHeight; ///< height shape has to be under to kick up dust
- F32 dustHeight; ///< dust height above ground
- ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS];
- S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS];
- F32 splashFreqMod;
- F32 splashVelEpsilon;
- bool enablePhysicsRep;
- F32 dragForce;
- F32 vertFactor;
-
- ParticleEmitterData * dustTrailEmitter;
- S32 dustTrailID;
- //-------------------------------------- load set variables
- public:
- RigidShapeData();
- ~RigidShapeData();
- static void initPersistFields();
- void packData(BitStream*);
- void unpackData(BitStream*);
- bool preload(bool server, String &errorStr);
- DECLARE_CONOBJECT(RigidShapeData);
- DECLARE_CALLBACK(void, onEnterLiquid, (RigidShape* obj, F32 coverage, const char* type));
- DECLARE_CALLBACK(void, onLeaveLiquid, (RigidShape* obj, const char* type));
- };
- //----------------------------------------------------------------------------
- class RigidShape: public ShapeBase
- {
- typedef ShapeBase Parent;
- private:
- RigidShapeData* mDataBlock;
- SimObjectPtr<ParticleEmitter> mDustTrailEmitter;
- protected:
- enum MaskBits {
- PositionMask = Parent::NextFreeMask << 0,
- EnergyMask = Parent::NextFreeMask << 1,
- FreezeMask = Parent::NextFreeMask << 2,
- ForceMoveMask = Parent::NextFreeMask << 3,
- NextFreeMask = Parent::NextFreeMask << 4
- };
- void updateDustTrail( F32 dt );
- struct StateDelta
- {
- Move move; ///< Last move from server
- F32 dt; ///< Last interpolation time
- // Interpolation data
- Point3F pos;
- Point3F posVec;
- QuatF rot[2];
- // Warp data
- S32 warpTicks; ///< Number of ticks to warp
- S32 warpCount; ///< Current pos in warp
- Point3F warpOffset;
- QuatF warpRot[2];
- //
- Point3F cameraOffset;
- Point3F cameraVec;
- Point3F cameraRot;
- Point3F cameraRotVec;
- };
- PhysicsBody* mPhysicsRep;
- StateDelta mDelta;
- S32 mPredictionCount; ///< Number of ticks to predict
- bool inLiquid;
- Point3F mCameraOffset; ///< 3rd person camera
- // Rigid Body
- bool mDisableMove;
- CollisionList mCollisionList;
- CollisionList mContacts;
- ShapeBaseConvex mConvex;
- S32 restCount;
- SimObjectPtr<ParticleEmitter> mDustEmitterList[RigidShapeData::VC_NUM_DUST_EMITTERS];
- SimObjectPtr<ParticleEmitter> mSplashEmitterList[RigidShapeData::VC_NUM_SPLASH_EMITTERS];
- GFXStateBlockRef mSolidSB;
- Box3F mWorkingQueryBox;
- S32 mWorkingQueryBoxCountDown;
- //
- bool onNewDataBlock( GameBaseData *dptr, bool reload );
- void updatePos(F32 dt);
- bool updateCollision(F32 dt);
- bool resolveCollision(Rigid& ns,CollisionList& cList);
- bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
- bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
- void checkTriggers();
- static void findCallback(SceneObject* obj,void * key);
- void setPosition(const Point3F& pos,const QuatF& rot);
- void setRenderPosition(const Point3F& pos,const QuatF& rot);
- void setTransform(const MatrixF& mat);
- // virtual bool collideBody(const MatrixF& mat,Collision* info) = 0;
- void updateMove(const Move* move);
- void writePacketData(GameConnection * conn, BitStream *stream);
- void readPacketData (GameConnection * conn, BitStream *stream);
- void updateLiftoffDust( F32 dt );
- void updateWorkingCollisionSet(const U32 mask);
- U32 getCollisionMask();
- void updateFroth( F32 dt );
- bool collidingWithWater( Point3F &waterHeight );
- void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
- void updateForces(F32 dt);
- public:
- // Test code...
- static ClippedPolyList* sPolyList;
- Rigid mRigid;
- //
- RigidShape();
- ~RigidShape();
- static void consoleInit();
- static void initPersistFields();
- void processTick(const Move *move);
- bool onAdd();
- void onRemove();
- void _createPhysics();
- /// Interpolates between move ticks @see processTick
- /// @param dt Change in time between the last call and this call to the function
- void interpolateTick(F32 dt);
- void advanceTime(F32 dt);
- /// Disables collisions for this shape
- void disableCollision();
-
- /// Enables collisions for this shape
- void enableCollision();
- /// Returns the velocity of the shape
- Point3F getVelocity() const;
- void setEnergyLevel(F32 energy);
-
- void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
- // xgalaxy cool hacks
- void reset();
- void freezeSim(bool frozen);
- ///@name Rigid body methods
- ///@{
-
- /// This method will get the velocity of the object, taking into account
- /// angular velocity.
- /// @param r Point on the object you want the velocity of, relative to Center of Mass
- /// @param vel Velocity (out)
- void getVelocity(const Point3F& r, Point3F* vel);
-
- /// Applies an impulse force
- /// @param r Point on the object to apply impulse to, r is relative to Center of Mass
- /// @param impulse Impulse vector to apply.
- void applyImpulse(const Point3F &r, const Point3F &impulse);
- /// Forces the client to jump to the RigidShape's transform rather
- /// then warp to it.
- void forceClientTransform();
- void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
- void getCameraTransform(F32* pos, MatrixF* mat);
- ///@}
- U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
- void unpackUpdate(NetConnection *conn, BitStream *stream);
- DECLARE_CONOBJECT(RigidShape);
- };
- #endif
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