2012-09-19 15:15:01 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PHYSICS_DEBRIS_H_
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#define _PHYSICS_DEBRIS_H_
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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#ifndef _T3D_PHYSICSCOMMON_H_
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#include "T3D/physics/physicsCommon.h"
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#endif
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2021-07-19 06:07:08 +00:00
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#include "T3D/assets/ShapeAsset.h"
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2012-09-19 15:15:01 +00:00
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class TSShapeInstance;
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class TSShape;
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//**************************************************************************
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// Debris Data
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//**************************************************************************
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class PhysicsDebrisData : public GameBaseData
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{
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typedef GameBaseData Parent;
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public:
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F32 lifetime;
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F32 lifetimeVariance;
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///
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F32 mass;
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///
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F32 dynamicFriction;
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///
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F32 staticFriction;
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///
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F32 restitution;
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///
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F32 linearDamping;
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///
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F32 angularDamping;
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///
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F32 linearSleepThreshold;
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///
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F32 angularSleepThreshold;
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// A scale applied to the normal linear and angular damping
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// when the object enters a water volume.
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F32 waterDampingScale;
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// The density of this object used for water buoyancy effects.
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F32 buoyancyDensity;
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/// Is rendererd during shadow passes.
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bool castShadows;
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2021-07-19 06:07:08 +00:00
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DECLARE_SHAPEASSET(PhysicsDebrisData, Shape, onShapeChanged);
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2021-10-03 07:56:26 +00:00
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DECLARE_ASSET_SETGET(PhysicsDebrisData, Shape);
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2012-09-19 15:15:01 +00:00
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PhysicsDebrisData();
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bool onAdd();
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bool preload( bool server, String &errorStr );
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static void initPersistFields();
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void packData( BitStream *stream );
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void unpackData( BitStream *stream );
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2021-07-19 06:07:08 +00:00
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void onShapeChanged() {}
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2012-09-19 15:15:01 +00:00
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DECLARE_CONOBJECT( PhysicsDebrisData );
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};
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class PhysicsBody;
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class PhysicsWorld;
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class PhysicsDebris : public GameBase
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{
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typedef GameBase Parent;
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public:
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/// Helper method which creates debris based on the
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/// datablock and initial state.
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///
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/// It can return NULL if the system quality settings
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/// are set to disable the debris.
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///
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static PhysicsDebris* create( PhysicsDebrisData *datablock,
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const MatrixF &transform,
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const VectorF &linVel );
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PhysicsDebris();
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virtual ~PhysicsDebris();
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DECLARE_CONOBJECT(PhysicsDebris);
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2023-11-09 02:42:47 +00:00
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DECLARE_CATEGORY("UNLISTED");
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2012-09-19 15:15:01 +00:00
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static void initPersistFields();
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bool onAdd();
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void onRemove();
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void applyImpulse( const Point3F &pos, const VectorF &vec );
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void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
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protected:
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/// The global object lifetime scalar.
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static F32 smLifetimeScale;
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void processTick( const Move *move );
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void advanceTime( F32 dt );
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void interpolateTick( F32 delta );
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void prepRenderImage( SceneRenderState *state );
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void prepBatchRender( SceneRenderState *state );
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void _deleteFragments();
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void _createFragments();
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void _updateForces( PhysicsBody *body, const Box3F &bounds );
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void _findNodes( U32 objId, Vector<U32> &nodeIds );
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void _onPhysicsReset( PhysicsResetEvent reset );
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protected:
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F32 mLifetime;
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Point3F mInitialLinVel;
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PhysicsDebrisData *mDataBlock;
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TSShapeInstance *mShapeInstance;
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PhysicsWorld *mWorld;
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struct Fragment
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{
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Vector<U32> nodeIds;
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PhysicsBody *body;
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// The delta state.
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Point3F pos;
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Point3F lastPos;
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QuatF rot;
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QuatF lastRot;
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};
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typedef Vector<Fragment> FragmentVector;
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FragmentVector mFragments;
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};
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#endif // _PHYSICS_DEBRIS_H_
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