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Engine directory for ticket #1
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Engine/source/T3D/debris.h
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173
Engine/source/T3D/debris.h
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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 _DEBRIS_H_
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#define _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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class ParticleEmitterData;
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class ParticleEmitter;
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class ExplosionData;
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class TSPartInstance;
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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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struct DebrisData : public GameBaseData
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{
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typedef GameBaseData Parent;
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//-----------------------------------------------------------------------
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// Data Decs
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//-----------------------------------------------------------------------
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enum DebrisDataConst
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{
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DDC_NUM_EMITTERS = 2,
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};
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//-----------------------------------------------------------------------
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// Debris datablock
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//-----------------------------------------------------------------------
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F32 velocity;
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F32 velocityVariance;
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F32 friction;
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F32 elasticity;
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F32 lifetime;
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F32 lifetimeVariance;
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U32 numBounces;
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U32 bounceVariance;
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F32 minSpinSpeed;
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F32 maxSpinSpeed;
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bool explodeOnMaxBounce; // explodes after it has bounced max times
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bool staticOnMaxBounce; // becomes static after bounced max times
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bool snapOnMaxBounce; // snap into a "resting" position on last bounce
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bool fade;
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bool useRadiusMass; // use mass calculations based on radius
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F32 baseRadius; // radius at which the standard elasticity and friction apply
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F32 gravModifier; // how much gravity affects debris
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F32 terminalVelocity; // max velocity magnitude
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bool ignoreWater;
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const char* shapeName;
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Resource<TSShape> shape;
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StringTableEntry textureName;
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S32 explosionId;
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ExplosionData * explosion;
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ParticleEmitterData* emitterList[DDC_NUM_EMITTERS];
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S32 emitterIDList[DDC_NUM_EMITTERS];
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DebrisData();
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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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DECLARE_CONOBJECT(DebrisData);
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};
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//**************************************************************************
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// Debris
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//**************************************************************************
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class Debris : public GameBase
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{
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typedef GameBase Parent;
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private:
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S32 mNumBounces;
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F32 mSize;
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Point3F mLastPos;
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Point3F mVelocity;
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F32 mLifetime;
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DebrisData * mDataBlock;
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F32 mElapsedTime;
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TSShapeInstance * mShape;
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TSPartInstance * mPart;
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MatrixF mInitialTrans;
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F32 mXRotSpeed;
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F32 mZRotSpeed;
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Point3F mRotAngles;
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F32 mRadius;
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bool mStatic;
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F32 mElasticity;
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F32 mFriction;
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SimObjectPtr<ParticleEmitter> mEmitterList[ DebrisData::DDC_NUM_EMITTERS ];
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/// Bounce the debris - returns true if debris bounces.
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bool bounce( const Point3F &nextPos, F32 dt );
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/// Compute state of debris as if it hasn't collided with anything.
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void computeNewState( Point3F &newPos, Point3F &newVel, F32 dt );
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void explode();
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void rotate( F32 dt );
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protected:
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virtual void processTick(const Move* move);
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virtual void advanceTime( F32 dt );
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void prepRenderImage(SceneRenderState *state);
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void prepBatchRender(SceneRenderState *state);
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bool onAdd();
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void onRemove();
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void updateEmitters( Point3F &pos, Point3F &vel, U32 ms );
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public:
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Debris();
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~Debris();
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static void initPersistFields();
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void init( const Point3F &position, const Point3F &velocity );
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void setLifetime( F32 lifetime ){ mLifetime = lifetime; }
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void setPartInstance( TSPartInstance *part ){ mPart = part; }
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void setSize( F32 size );
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void setVelocity( const Point3F &vel ){ mVelocity = vel; }
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void setRotAngles( const Point3F &angles ){ mRotAngles = angles; }
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DECLARE_CONOBJECT(Debris);
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};
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#endif
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