mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 22:35:37 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
269
Engine/source/T3D/physics/physicsShape.h
Normal file
269
Engine/source/T3D/physics/physicsShape.h
Normal file
|
|
@ -0,0 +1,269 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _PHYSICSSHAPE_H_
|
||||
#define _PHYSICSSHAPE_H_
|
||||
|
||||
#ifndef _GAMEBASE_H_
|
||||
#include "T3D/gameBase/gameBase.h"
|
||||
#endif
|
||||
#ifndef __RESOURCE_H__
|
||||
#include "core/resource.h"
|
||||
#endif
|
||||
#ifndef _TSSHAPE_H_
|
||||
#include "ts/tsShape.h"
|
||||
#endif
|
||||
#ifndef _T3D_PHYSICSCOMMON_H_
|
||||
#include "T3D/physics/physicsCommon.h"
|
||||
#endif
|
||||
#ifndef _DYNAMIC_CONSOLETYPES_H_
|
||||
#include "console/dynamicTypes.h"
|
||||
#endif
|
||||
#ifndef _SIMOBJECTREF_H_
|
||||
#include "console/simObjectRef.h"
|
||||
#endif
|
||||
|
||||
class TSShapeInstance;
|
||||
class PhysicsBody;
|
||||
class PhysicsWorld;
|
||||
class PhysicsDebrisData;
|
||||
class ExplosionData;
|
||||
|
||||
|
||||
class PhysicsShapeData : public GameBaseData
|
||||
{
|
||||
typedef GameBaseData Parent;
|
||||
|
||||
void _onResourceChanged( const Torque::Path &path );
|
||||
|
||||
public:
|
||||
|
||||
PhysicsShapeData();
|
||||
virtual ~PhysicsShapeData();
|
||||
|
||||
DECLARE_CONOBJECT(PhysicsShapeData);
|
||||
static void initPersistFields();
|
||||
bool onAdd();
|
||||
void onRemove();
|
||||
|
||||
// GameBaseData
|
||||
void packData(BitStream* stream);
|
||||
void unpackData(BitStream* stream);
|
||||
bool preload(bool server, String &errorBuffer );
|
||||
|
||||
public:
|
||||
|
||||
/// The shape to load.
|
||||
StringTableEntry shapeName;
|
||||
|
||||
/// The shape resource.
|
||||
Resource<TSShape> shape;
|
||||
|
||||
/// The shared unscaled collision shape.
|
||||
PhysicsCollisionRef colShape;
|
||||
|
||||
///
|
||||
F32 mass;
|
||||
|
||||
///
|
||||
F32 dynamicFriction;
|
||||
|
||||
///
|
||||
F32 staticFriction;
|
||||
|
||||
///
|
||||
F32 restitution;
|
||||
|
||||
///
|
||||
F32 linearDamping;
|
||||
|
||||
///
|
||||
F32 angularDamping;
|
||||
|
||||
///
|
||||
F32 linearSleepThreshold;
|
||||
|
||||
///
|
||||
F32 angularSleepThreshold;
|
||||
|
||||
// A scale applied to the normal linear and angular damping
|
||||
// when the object enters a water volume.
|
||||
F32 waterDampingScale;
|
||||
|
||||
// The density of this object used for water buoyancy effects.
|
||||
F32 buoyancyDensity;
|
||||
|
||||
|
||||
enum SimType
|
||||
{
|
||||
/// This physics representation only exists on the client
|
||||
/// world and the server only does ghosting.
|
||||
SimType_ClientOnly,
|
||||
|
||||
/// The physics representation only exists on the server world
|
||||
/// and the client gets delta updates for rendering.
|
||||
SimType_ServerOnly,
|
||||
|
||||
/// The physics representation exists on the client and the server
|
||||
/// worlds with corrections occuring when the client gets out of sync.
|
||||
SimType_ClientServer,
|
||||
|
||||
/// The bits used to pack the SimType field.
|
||||
SimType_Bits = 3,
|
||||
|
||||
} simType;
|
||||
|
||||
SimObjectRef< PhysicsDebrisData > debris;
|
||||
SimObjectRef< ExplosionData > explosion;
|
||||
SimObjectRef< PhysicsShapeData > destroyedShape;
|
||||
};
|
||||
|
||||
typedef PhysicsShapeData::SimType PhysicsSimType;
|
||||
DefineEnumType( PhysicsSimType );
|
||||
|
||||
class TSThread;
|
||||
|
||||
|
||||
/// A simple single body dynamic physics object.
|
||||
class PhysicsShape : public GameBase
|
||||
{
|
||||
typedef GameBase Parent;
|
||||
|
||||
protected:
|
||||
|
||||
/// The abstracted physics actor.
|
||||
PhysicsBody *mPhysicsRep;
|
||||
|
||||
///
|
||||
PhysicsWorld *mWorld;
|
||||
|
||||
/// The starting position to place the shape when
|
||||
/// the level begins or is reset.
|
||||
MatrixF mResetPos;
|
||||
|
||||
//VectorF mBuildScale;
|
||||
//F32 mBuildAngDrag;
|
||||
//F32 mBuildLinDrag;
|
||||
|
||||
/// The rendered shape.
|
||||
TSShapeInstance *mShapeInst;
|
||||
|
||||
/// The current physics state.
|
||||
PhysicsState mState;
|
||||
|
||||
/// The previous and current render states.
|
||||
PhysicsState mRenderState[2];
|
||||
|
||||
/// True if the PhysicsShape has been destroyed ( gameplay ).
|
||||
bool mDestroyed;
|
||||
|
||||
/// Enables automatic playing of the animation named "ambient" (if it exists)
|
||||
/// when the PhysicsShape is loaded.
|
||||
bool mPlayAmbient;
|
||||
S32 mAmbientSeq;
|
||||
TSThread* mAmbientThread;
|
||||
|
||||
/// If a specified to create one in the PhysicsShape data, this is the
|
||||
/// subshape created when this PhysicsShape is destroyed.
|
||||
/// Is only assigned (non null) on the serverside PhysicsShape.
|
||||
SimObjectPtr< PhysicsShape > mDestroyedShape;
|
||||
|
||||
///
|
||||
enum MaskBits
|
||||
{
|
||||
StateMask = Parent::NextFreeMask << 0,
|
||||
ResetPosMask = Parent::NextFreeMask << 1,
|
||||
DamageMask = Parent::NextFreeMask << 2,
|
||||
|
||||
NextFreeMask = Parent::NextFreeMask << 3
|
||||
};
|
||||
|
||||
bool _createShape();
|
||||
|
||||
void _initAmbient();
|
||||
|
||||
///
|
||||
void _applyCorrection( const MatrixF &mat );
|
||||
|
||||
void _onPhysicsReset( PhysicsResetEvent reset );
|
||||
|
||||
void _updateContainerForces();
|
||||
|
||||
/// If true then no corrections are sent from the server
|
||||
/// and/or applied from the client.
|
||||
///
|
||||
/// This is only ment for debugging.
|
||||
///
|
||||
static bool smNoCorrections;
|
||||
|
||||
/// If true then no smoothing is done on the client when
|
||||
/// applying server corrections.
|
||||
///
|
||||
/// This is only ment for debugging.
|
||||
///
|
||||
static bool smNoSmoothing;
|
||||
|
||||
public:
|
||||
|
||||
PhysicsShape();
|
||||
virtual ~PhysicsShape();
|
||||
|
||||
DECLARE_CONOBJECT( PhysicsShape );
|
||||
|
||||
/// Returns the PhysicsShapeData datablock.
|
||||
PhysicsShapeData* getDataBlock() { return static_cast<PhysicsShapeData*>( Parent::getDataBlock() ); }
|
||||
|
||||
// SimObject
|
||||
static void consoleInit();
|
||||
static void initPersistFields();
|
||||
void inspectPostApply();
|
||||
bool onAdd();
|
||||
void onRemove();
|
||||
|
||||
// SceneObject
|
||||
void prepRenderImage( SceneRenderState *state );
|
||||
void setTransform( const MatrixF &mat );
|
||||
F32 getMass() const;
|
||||
Point3F getVelocity() const { return mState.linVelocity; }
|
||||
void applyImpulse( const Point3F &pos, const VectorF &vec );
|
||||
void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
|
||||
void setScale(const VectorF & scale);
|
||||
|
||||
// GameBase
|
||||
bool onNewDataBlock( GameBaseData *dptr, bool reload );
|
||||
void interpolateTick( F32 delta );
|
||||
void processTick( const Move *move );
|
||||
void advanceTime( F32 timeDelta );
|
||||
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
|
||||
void unpackUpdate( NetConnection *conn, BitStream *stream );
|
||||
|
||||
bool isDestroyed() const { return mDestroyed; }
|
||||
void destroy();
|
||||
void restore();
|
||||
|
||||
/// Save the current transform as where we return to when a physics reset
|
||||
/// event occurs. This is automatically set in onAdd but some manipulators
|
||||
/// such as Prefab need to make use of this.
|
||||
void storeRestorePos();
|
||||
};
|
||||
|
||||
#endif // _PHYSICSSHAPE_H_
|
||||
Loading…
Add table
Add a link
Reference in a new issue