diff --git a/Engine/source/T3D/components/Animation/animationComponent.cpp b/Engine/source/T3D/components/Animation/animationComponent.cpp new file mode 100644 index 000000000..a43eedd7a --- /dev/null +++ b/Engine/source/T3D/components/Animation/animationComponent.cpp @@ -0,0 +1,715 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/Animation/AnimationComponent.h" +#include "T3D/Components/Animation/AnimationComponent_ScriptBinding.h" +#include "T3D/components/Render/MeshComponent.h" + +#include "platform/platform.h" +#include "console/consoleTypes.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "ts/tsShapeInstance.h" +#include "core/stream/bitStream.h" +#include "sim/netConnection.h" +#include "gfx/gfxTransformSaver.h" +#include "console/engineAPI.h" +#include "lighting/lightQuery.h" +#include "gfx/sim/debugDraw.h" + +extern bool gEditingMission; + +////////////////////////////////////////////////////////////////////////// +// Callbacks +////////////////////////////////////////////////////////////////////////// +IMPLEMENT_CALLBACK( AnimationComponent, onAnimationStart, void, ( Component* obj, const String& animName ), ( obj, animName ), + "@brief Called when we collide with another object.\n\n" + "@param obj The ShapeBase object\n" + "@param collObj The object we collided with\n" + "@param vec Collision impact vector\n" + "@param len Length of the impact vector\n" ); + +IMPLEMENT_CALLBACK(AnimationComponent, onAnimationEnd, void, (Component* obj, const char* animName), (obj, animName), + "@brief Called when we collide with another object.\n\n" + "@param obj The ShapeBase object\n" + "@param collObj The object we collided with\n" + "@param vec Collision impact vector\n" + "@param len Length of the impact vector\n" ); + +IMPLEMENT_CALLBACK(AnimationComponent, onAnimationTrigger, void, (Component* obj, const String& animName, S32 triggerID), (obj, animName, triggerID), + "@brief Called when we collide with another object.\n\n" + "@param obj The ShapeBase object\n" + "@param collObj The object we collided with\n" + "@param vec Collision impact vector\n" + "@param len Length of the impact vector\n" ); + + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// +AnimationComponent::AnimationComponent() : Component() +{ + mNetworked = true; + mNetFlags.set(Ghostable | ScopeAlways); + + mFriendlyName = "Animation(Component)"; + mComponentType = "Render"; + + mDescription = getDescriptionText("Allows a rendered mesh to be animated"); + + mOwnerRenderInst = NULL; + + mOwnerShapeInstance = NULL; + + for (U32 i = 0; i < MaxScriptThreads; i++) + { + mAnimationThreads[i].sequence = -1; + mAnimationThreads[i].thread = 0; + mAnimationThreads[i].sound = 0; + mAnimationThreads[i].state = Thread::Stop; + mAnimationThreads[i].atEnd = false; + mAnimationThreads[i].timescale = 1.f; + mAnimationThreads[i].position = -1.f; + mAnimationThreads[i].transition = true; + } +} + +AnimationComponent::~AnimationComponent() +{ + for(S32 i = 0;i < mFields.size();++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(AnimationComponent); + +bool AnimationComponent::onAdd() +{ + if (!Parent::onAdd()) + return false; + + //we need at least one layer + for (U32 i = 0; i < MaxScriptThreads; i++) + { + Thread& st = mAnimationThreads[i]; + + if (st.sequence != -1) + { + // TG: Need to see about suppressing non-cyclic sounds + // if the sequences were activated before the object was + // ghosted. + // TG: Cyclic animations need to have a random pos if + // they were started before the object was ghosted. + + // If there was something running on the old shape, the thread + // needs to be reset. Otherwise we assume that it's been + // initialized either by the constructor or from the server. + bool reset = st.thread != 0; + st.thread = 0; + + if (st.sequence != -1) + { + setThreadSequence(i, st.sequence, reset); + } + } + + if (st.thread) + updateThread(st); + } + + return true; +} + +void AnimationComponent::onRemove() +{ + Parent::onRemove(); +} + +void AnimationComponent::onComponentAdd() +{ + //test if this is a shape component! + RenderComponentInterface *shapeInstanceInterface = mOwner->getComponent(); + if (shapeInstanceInterface) + { + shapeInstanceInterface->onShapeInstanceChanged.notify(this, &AnimationComponent::targetShapeChanged); + targetShapeChanged(shapeInstanceInterface); + } +} + +void AnimationComponent::componentAddedToOwner(Component *comp) +{ + if (comp->getId() == getId()) + return; + + //test if this is a shape component! + RenderComponentInterface *shapeInstanceInterface = dynamic_cast(comp); + if (shapeInstanceInterface) + { + shapeInstanceInterface->onShapeInstanceChanged.notify(this, &AnimationComponent::targetShapeChanged); + targetShapeChanged(shapeInstanceInterface); + } +} + +void AnimationComponent::componentRemovedFromOwner(Component *comp) +{ + if (comp->getId() == getId()) //????????? + return; + + //test if this is a shape component! + RenderComponentInterface *shapeInstanceInterface = dynamic_cast(comp); + if (shapeInstanceInterface) + { + shapeInstanceInterface->onShapeInstanceChanged.remove(this, &AnimationComponent::targetShapeChanged); + mOwnerRenderInst = NULL; + } +} + +void AnimationComponent::targetShapeChanged(RenderComponentInterface* instanceInterface) +{ + mOwnerRenderInst = instanceInterface; + + if (!mOwnerRenderInst || !getShape()) + return; + + MeshComponent* meshComp = dynamic_cast(mOwnerRenderInst); + + mOwnerShapeInstance = meshComp->getShapeInstance(); + + if (!mOwnerShapeInstance) + return; + + for (U32 i = 0; i < MaxScriptThreads; i++) + { + Thread& st = mAnimationThreads[i]; + + st.thread = mOwnerShapeInstance->addThread(); + } +} + +void AnimationComponent::initPersistFields() +{ + Parent::initPersistFields(); +} + +U32 AnimationComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + //early test if we lack an owner, ghost-wise + //no point in trying, just re-queue the mask and go + if (!mOwner || con->getGhostIndex(mOwner) == -1) + { + stream->writeFlag(false); + return retMask |= ThreadMask; + } + else + { + stream->writeFlag(true); + + for (int i = 0; i < MaxScriptThreads; i++) + { + Thread& st = mAnimationThreads[i]; + if (stream->writeFlag( (st.sequence != -1 || st.state == Thread::Destroy) && (mask & (ThreadMaskN << i)) ) ) + { + stream->writeInt(st.sequence,ThreadSequenceBits); + stream->writeInt(st.state,2); + stream->write(st.timescale); + stream->write(st.position); + stream->writeFlag(st.atEnd); + stream->writeFlag(st.transition); + } + } + } + + return retMask; +} + +void AnimationComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if (stream->readFlag()) + { + for (S32 i = 0; i < MaxScriptThreads; i++) + { + if (stream->readFlag()) + { + Thread& st = mAnimationThreads[i]; + U32 seq = stream->readInt(ThreadSequenceBits); + st.state = stream->readInt(2); + stream->read( &st.timescale ); + stream->read( &st.position ); + st.atEnd = stream->readFlag(); + bool transition = stream->readFlag(); + + if (!st.thread || st.sequence != seq && st.state != Thread::Destroy) + setThreadSequence(i, seq, false, transition); + else + updateThread(st); + + } + } + } +} +void AnimationComponent::processTick() +{ + Parent::processTick(); + + if (!isActive()) + return; + + if (isServerObject()) + { + // Server only... + advanceThreads(TickSec); + } +} + +void AnimationComponent::advanceTime(F32 dt) +{ + Parent::advanceTime(dt); + + // On the client, the shape threads and images are + // advanced at framerate. + advanceThreads(dt); +} +// +const char *AnimationComponent::getThreadSequenceName(U32 slot) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence == -1) + { + // Invalid Animation. + return ""; + } + + // Name Index + TSShape* shape = getShape(); + + if (shape) + { + const U32 nameIndex = shape->sequences[st.sequence].nameIndex; + + // Return Name. + return shape->getName(nameIndex); + } + + return ""; +} + +bool AnimationComponent::setThreadSequence(U32 slot, S32 seq, bool reset, bool transition, F32 transTime) +{ + if (!mOwnerShapeInstance) + return false; + + Thread& st = mAnimationThreads[slot]; + if (st.thread && st.sequence == seq && st.state == Thread::Play && !reset) + return true; + + // Handle a -1 sequence, as this may be set when a thread has been destroyed. + if (seq == -1) + return true; + + if (seq < MaxSequenceIndex) + { + setMaskBits(-1); + setMaskBits(ThreadMaskN << slot); + st.sequence = seq; + st.transition = transition; + + if (reset) + { + st.state = Thread::Play; + st.atEnd = false; + st.timescale = 1.f; + st.position = 0.f; + } + + if (mOwnerShapeInstance) + { + if (!st.thread) + st.thread = mOwnerShapeInstance->addThread(); + + if (transition) + { + mOwnerShapeInstance->transitionToSequence(st.thread, seq, st.position, transTime, true); + } + else + { + mOwnerShapeInstance->setSequence(st.thread, seq, 0); + stopThreadSound(st); + } + + updateThread(st); + } + return true; + } + return false; +} + +S32 AnimationComponent::getThreadSequenceID(S32 slot) +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + return mAnimationThreads[slot].sequence; + } + else + { + return -1; + } +} + +void AnimationComponent::updateThread(Thread& st) +{ + if (!mOwnerShapeInstance) + return; + + switch (st.state) + { + case Thread::Stop: + { + mOwnerShapeInstance->setTimeScale(st.thread, 1.f); + mOwnerShapeInstance->setPos(st.thread, (st.timescale > 0.f) ? 0.0f : 1.0f); + } // Drop through to pause state + + case Thread::Pause: + { + if (st.position != -1.f) + { + mOwnerShapeInstance->setTimeScale(st.thread, 1.f); + mOwnerShapeInstance->setPos(st.thread, st.position); + } + + mOwnerShapeInstance->setTimeScale(st.thread, 0.f); + stopThreadSound(st); + } break; + + case Thread::Play: + { + if (st.atEnd) + { + mOwnerShapeInstance->setTimeScale(st.thread, 1); + mOwnerShapeInstance->setPos(st.thread, (st.timescale > 0.f) ? 1.0f : 0.0f); + mOwnerShapeInstance->setTimeScale(st.thread, 0); + stopThreadSound(st); + st.state = Thread::Stop; + } + else + { + if (st.position != -1.f) + { + mOwnerShapeInstance->setTimeScale(st.thread, 1.f); + mOwnerShapeInstance->setPos(st.thread, st.position); + } + + mOwnerShapeInstance->setTimeScale(st.thread, st.timescale); + if (!st.sound) + { + startSequenceSound(st); + } + } + } break; + + case Thread::Destroy: + { + stopThreadSound(st); + st.atEnd = true; + st.sequence = -1; + if (st.thread) + { + mOwnerShapeInstance->destroyThread(st.thread); + st.thread = 0; + } + } break; + } +} + +bool AnimationComponent::stopThread(U32 slot) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1 && st.state != Thread::Stop) + { + setMaskBits(ThreadMaskN << slot); + st.state = Thread::Stop; + updateThread(st); + return true; + } + return false; +} + +bool AnimationComponent::destroyThread(U32 slot) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1 && st.state != Thread::Destroy) + { + setMaskBits(ThreadMaskN << slot); + st.state = Thread::Destroy; + updateThread(st); + return true; + } + return false; +} + +bool AnimationComponent::pauseThread(U32 slot) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1 && st.state != Thread::Pause) + { + setMaskBits(ThreadMaskN << slot); + st.state = Thread::Pause; + updateThread(st); + return true; + } + return false; +} + +bool AnimationComponent::playThread(U32 slot) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1 && st.state != Thread::Play) + { + setMaskBits(ThreadMaskN << slot); + st.state = Thread::Play; + updateThread(st); + return true; + } + return false; +} + +bool AnimationComponent::playThread(U32 slot, const char* name, bool transition, F32 transitionTime) +{ + if (slot < AnimationComponent::MaxScriptThreads) + { + if (!dStrEqual(name, "")) + { + if (TSShape* shape = getShape()) + { + S32 seq = shape->findSequence(name); + if (seq != -1 && setThreadSequence(slot, seq, true, transition, transitionTime)) + { + return true; + } + else if (seq == -1) + { + //We tried to play a non-existaint sequence, so stop the thread just in case + destroyThread(slot); + return false; + } + } + } + else + { + if (playThread(slot)) + return true; + } + } + + return false; +} + +bool AnimationComponent::setThreadAnimation(U32 slot, const char* name) +{ + if (slot < AnimationComponent::MaxScriptThreads) + { + if (!dStrEqual(name, "")) + { + if (TSShape* shape = getShape()) + { + S32 seq = shape->findSequence(name); + if (seq != -1 && setThreadSequence(slot, seq, false, false)) + { + Thread& st = mAnimationThreads[slot]; + if (st.position == -1) + st.position = 0; + //st.state = Thread::Pause; + return true; + } + else if (seq == -1) + { + //We tried to play a non-existaint sequence, so stop the thread just in case + destroyThread(slot); + return false; + } + } + } + else + { + if (playThread(slot)) + return true; + } + } + + return false; +} + +bool AnimationComponent::setThreadPosition(U32 slot, F32 pos) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1) + { + setMaskBits(ThreadMaskN << slot); + st.position = pos; + st.atEnd = false; + updateThread(st); + + return true; + } + return false; +} + +bool AnimationComponent::setThreadDir(U32 slot, bool forward) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1) + { + if ((st.timescale >= 0.f) != forward) + { + setMaskBits(ThreadMaskN << slot); + st.timescale *= -1.f; + st.atEnd = false; + updateThread(st); + } + return true; + } + return false; +} + +bool AnimationComponent::setThreadTimeScale(U32 slot, F32 timeScale) +{ + Thread& st = mAnimationThreads[slot]; + if (st.sequence != -1) + { + if (st.timescale != timeScale) + { + setMaskBits(ThreadMaskN << slot); + st.timescale = timeScale; + updateThread(st); + } + return true; + } + return false; +} + +void AnimationComponent::stopThreadSound(Thread& thread) +{ + return; +} + +void AnimationComponent::startSequenceSound(Thread& thread) +{ + return; +} + +void AnimationComponent::advanceThreads(F32 dt) +{ + if (!mOwnerShapeInstance) + return; + + for (U32 i = 0; i < MaxScriptThreads; i++) + { + Thread& st = mAnimationThreads[i]; + if (st.thread && st.sequence != -1) + { + bool cyclic = getShape()->sequences[st.sequence].isCyclic(); + + if (!getShape()->sequences[st.sequence].isCyclic() && + !st.atEnd && + ((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0)) + { + st.atEnd = true; + updateThread(st); + + if (!isGhost()) + { + Con::executef(this, "onAnimationEnd", st.thread->getSequenceName()); + } + } + + // Make sure the thread is still valid after the call to onEndSequence_callback(). + // Someone could have called destroyThread() while in there. + if (st.thread) + { + mOwnerShapeInstance->advanceTime(dt, st.thread); + } + + if (mOwnerShapeInstance && !isGhost()) + { + for (U32 i = 1; i < 32; i++) + { + if (mOwnerShapeInstance->getTriggerState(i)) + { + const char* animName = st.thread->getSequenceName().c_str(); + onAnimationTrigger_callback(this, animName, i); + } + } + } + + if (isGhost()) + mOwnerShapeInstance->animate(); + } + } +} + +TSShape* AnimationComponent::getShape() +{ + if (mOwner == NULL) + return NULL; + + if (mOwnerRenderInst == NULL) + return NULL; + + return mOwnerRenderInst->getShape(); +} + +S32 AnimationComponent::getAnimationCount() +{ + if (getShape()) + return getShape()->sequences.size(); + else + return 0; +} + +S32 AnimationComponent::getAnimationIndex(const char* name) +{ + if (getShape()) + return getShape()->findSequence(name); + else + return -1; +} + +const char* AnimationComponent::getAnimationName(S32 index) +{ + if (getShape()) + { + if (index >= 0 && index < getShape()->sequences.size()) + return getShape()->getName(getShape()->sequences[index].nameIndex); + } + + return ""; +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Animation/animationComponent.h b/Engine/source/T3D/components/Animation/animationComponent.h new file mode 100644 index 000000000..7e9378899 --- /dev/null +++ b/Engine/source/T3D/components/Animation/animationComponent.h @@ -0,0 +1,138 @@ +//----------------------------------------------------------------------------- +// 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 ANIMATION_COMPONENT_H +#define ANIMATION_COMPONENT_H + +#ifndef COMPONENT_H +#include "T3D/Components/Component.h" +#endif +#ifndef _TSSHAPE_H_ +#include "ts/tsShapeInstance.h" +#endif +#ifndef ENTITY_H +#include "T3D/Entity.h" +#endif +#ifndef RENDER_COMPONENT_INTERFACE_H +#include "T3D/Components/render/renderComponentInterface.h" +#endif + +class SceneRenderState; + +class AnimationComponent : public Component +{ + typedef Component Parent; +public: + enum PublicConstants { + ThreadSequenceBits = 6, + MaxSequenceIndex = (1 << ThreadSequenceBits) - 1, + MaxScriptThreads = 16, ///< Should be a power of 2 + }; + + enum MaskBits { + ThreadMaskN = Parent::NextFreeMask << 0, + ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN, + NextFreeMask = ThreadMaskN << MaxScriptThreads + }; + +protected: + + struct Thread + { + /// State of the animation thread. + enum State + { + Play, Stop, Pause, Destroy + }; + TSThread* thread; ///< Pointer to 3space data. + U32 state; ///< State of the thread + /// + /// @see Thread::State + S32 sequence; ///< The animation sequence which is running in this thread. + F32 timescale; ///< Timescale + U32 sound; ///< Handle to sound. + bool atEnd; ///< Are we at the end of this thread? + F32 position; + bool transition; + }; + + Thread mAnimationThreads[MaxScriptThreads]; + +protected: + RenderComponentInterface * mOwnerRenderInst; + + TSShapeInstance *mOwnerShapeInstance; + +public: + AnimationComponent(); + virtual ~AnimationComponent(); + DECLARE_CONOBJECT(AnimationComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void onComponentAdd(); + + virtual void componentAddedToOwner(Component *comp); + virtual void componentRemovedFromOwner(Component *comp); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + TSShape* getShape(); + + void targetShapeChanged(RenderComponentInterface* instanceInterface); + + virtual void processTick(); + virtual void advanceTime(F32 dt); + + const char *getThreadSequenceName(U32 slot); + bool setThreadSequence(U32 slot, S32 seq, bool reset = true, bool transition = true, F32 transitionTime = 0.5); + void updateThread(Thread& st); + bool stopThread(U32 slot); + bool destroyThread(U32 slot); + bool pauseThread(U32 slot); + bool playThread(U32 slot); + bool playThread(U32 slot, const char* name, bool transition, F32 transitionTime); + bool setThreadAnimation(U32 slot, const char* name); + bool setThreadPosition(U32 slot, F32 pos); + bool setThreadDir(U32 slot, bool forward); + bool setThreadTimeScale(U32 slot, F32 timeScale); + void stopThreadSound(Thread& thread); + void startSequenceSound(Thread& thread); + void advanceThreads(F32 dt); + + S32 getThreadSequenceID(S32 slot); + + //other helper functions + S32 getAnimationCount(); + S32 getAnimationIndex(const char* name); + const char* getAnimationName(S32 index); + + //callbacks + DECLARE_CALLBACK(void, onAnimationStart, (Component* obj, const String& animName)); + DECLARE_CALLBACK(void, onAnimationEnd, (Component* obj, const char* animName)); + DECLARE_CALLBACK(void, onAnimationTrigger, (Component* obj, const String& animName, S32 triggerID)); +}; + +#endif //_ANIMATION_COMPONENT_H \ No newline at end of file diff --git a/Engine/source/T3D/components/Animation/animationComponent_ScriptBinding.h b/Engine/source/T3D/components/Animation/animationComponent_ScriptBinding.h new file mode 100644 index 000000000..ffba3f790 --- /dev/null +++ b/Engine/source/T3D/components/Animation/animationComponent_ScriptBinding.h @@ -0,0 +1,222 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "console/engineAPI.h" +#include "T3D/Components/Animation/animationComponent.h" + +DefineEngineMethod(AnimationComponent, playThread, bool, (S32 slot, const char* name, bool transition, F32 transitionTime), (-1, "", true, 0.5), + "@brief Start a new animation thread, or restart one that has been paused or " + "stopped.\n\n" + + "@param slot thread slot to play. Valid range is 0 - 3)\n" // 3 = AnimationComponent::MaxScriptThreads-1 + "@param name name of the animation sequence to play in this slot. If not " + "specified, the paused or stopped thread in this slot will be resumed.\n" + "@return true if successful, false if failed\n\n" + + "@tsexample\n" + "%obj.playThread( 0, \"ambient\" ); // Play the ambient sequence in slot 0\n" + "%obj.setThreadTimeScale( 0, 0.5 ); // Play at half-speed\n" + "%obj.pauseThread( 0 ); // Pause the sequence\n" + "%obj.playThread( 0 ); // Resume playback\n" + "%obj.playThread( 0, \"spin\" ); // Replace the sequence in slot 0\n" + "@endtsexample\n" + + "@see pauseThread()\n" + "@see stopThread()\n" + "@see setThreadDir()\n" + "@see setThreadTimeScale()\n" + "@see destroyThread()\n") +{ + return object->playThread(slot, name, transition, transitionTime); +} + +DefineEngineMethod(AnimationComponent, setThreadDir, bool, (S32 slot, bool fwd), , + "@brief Set the playback direction of an animation thread.\n\n" + + "@param slot thread slot to modify\n" + "@param fwd true to play the animation forwards, false to play backwards\n" + "@return true if successful, false if failed\n\n" + + "@see playThread()\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (object->setThreadDir(slot, fwd)) + return true; + } + return false; +} + +DefineEngineMethod(AnimationComponent, setThreadTimeScale, bool, (S32 slot, F32 scale), , + "@brief Set the playback time scale of an animation thread.\n\n" + + "@param slot thread slot to modify\n" + "@param scale new thread time scale (1=normal speed, 0.5=half speed etc)\n" + "@return true if successful, false if failed\n\n" + + "@see playThread\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (object->setThreadTimeScale(slot, scale)) + return true; + } + return false; +} + +DefineEngineMethod(AnimationComponent, setThreadPosition, bool, (S32 slot, F32 pos), , + "@brief Set the position within an animation thread.\n\n" + + "@param slot thread slot to modify\n" + "@param pos position within thread\n" + "@return true if successful, false if failed\n\n" + + "@see playThread\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (object->setThreadPosition(slot, pos)) + return true; + } + return false; +} + +DefineEngineMethod(AnimationComponent, setThreadAnimation, bool, (S32 slot, const char* name), (""), + "@brief Force-sets the animation in a particular thread without starting it playing." + + "@param slot thread slot to play. Valid range is 0 - 3)\n" // 3 = AnimationComponent::MaxScriptThreads-1 + "@param name name of the animation sequence to play in this slot. If not " + "specified, the paused or stopped thread in this slot will be resumed.\n" + "@return true if successful, false if failed\n\n") +{ + return object->setThreadAnimation(slot, name); +} + +DefineEngineMethod(AnimationComponent, getThreadAnimation, String, (S32 slot), , + "@brief Force-sets the animation in a particular thread without starting it playing." + + "@param slot thread slot to play. Valid range is 0 - 3)\n" // 3 = AnimationComponent::MaxScriptThreads-1 + "@param name name of the animation sequence to play in this slot. If not " + "specified, the paused or stopped thread in this slot will be resumed.\n" + "@return true if successful, false if failed\n\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (TSShape* shape = object->getShape()) + { + S32 seq = object->getThreadSequenceID(slot); + if (seq != -1) + { + String animationName = object->getAnimationName(seq); + return animationName; + } + } + } + + return ""; +} + +DefineEngineMethod(AnimationComponent, stopThread, bool, (S32 slot), , + "@brief Stop an animation thread.\n\n" + + "If restarted using playThread, the animation " + "will start from the beginning again.\n" + "@param slot thread slot to stop\n" + "@return true if successful, false if failed\n\n" + + "@see playThread\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (object->stopThread(slot)) + return true; + } + return false; +} + +DefineEngineMethod(AnimationComponent, destroyThread, bool, (S32 slot), , + "@brief Destroy an animation thread, which prevents it from playing.\n\n" + + "@param slot thread slot to destroy\n" + "@return true if successful, false if failed\n\n" + + "@see playThread\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (object->destroyThread(slot)) + return true; + } + return false; +} + +DefineEngineMethod(AnimationComponent, pauseThread, bool, (S32 slot), , + "@brief Pause an animation thread.\n\n" + + "If restarted using playThread, the animation " + "will resume from the paused position.\n" + "@param slot thread slot to stop\n" + "@return true if successful, false if failed\n\n" + + "@see playThread\n") +{ + if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads) + { + if (object->pauseThread(slot)) + return true; + } + return false; +} + +DefineEngineMethod(AnimationComponent, getAnimationCount, S32, (), , + "Get the total number of sequences in the shape.\n" + "@return the number of sequences in the shape\n\n") +{ + return object->getAnimationCount(); +} + +DefineEngineMethod(AnimationComponent, getAnimationIndex, S32, (const char* name), , + "Find the index of the sequence with the given name.\n" + "@param name name of the sequence to lookup\n" + "@return index of the sequence with matching name, or -1 if not found\n\n" + "@tsexample\n" + "// Check if a given sequence exists in the shape\n" + "if ( %this.getSequenceIndex( \"walk\" ) == -1 )\n" + " echo( \"Could not find 'walk' sequence\" );\n" + "@endtsexample\n") +{ + return object->getAnimationIndex(name); +} + +DefineEngineMethod(AnimationComponent, getAnimationName, const char*, (S32 index), , + "Get the name of the indexed sequence.\n" + "@param index index of the sequence to query (valid range is 0 - getSequenceCount()-1)\n" + "@return the name of the sequence\n\n" + "@tsexample\n" + "// print the name of all sequences in the shape\n" + "%count = %this.getSequenceCount();\n" + "for ( %i = 0; %i < %count; %i++ )\n" + " echo( %i SPC %this.getSequenceName( %i ) );\n" + "@endtsexample\n") +{ + return object->getAnimationName(index); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Camera/CameraComponent.cpp b/Engine/source/T3D/components/Camera/CameraComponent.cpp new file mode 100644 index 000000000..5d914084c --- /dev/null +++ b/Engine/source/T3D/components/Camera/CameraComponent.cpp @@ -0,0 +1,483 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/camera/CameraComponent.h" +#include "T3D/Components/Camera/CameraComponent_ScriptBinding.h" +#include "platform/platform.h" +#include "console/consoleTypes.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "ts/tsShapeInstance.h" +#include "core/stream/bitStream.h" +#include "gfx/gfxTransformSaver.h" +#include "console/engineAPI.h" +#include "lighting/lightQuery.h" +#include "T3D/gameBase/gameConnection.h" +#include "T3D/gameFunctions.h" +#include "math/mathUtils.h" +#include "T3D/Components/render/renderComponentInterface.h" + +IMPLEMENT_CALLBACK( CameraComponent, validateCameraFov, F32, (F32 fov), (fov), + "@brief Called on the server when the client has requested a FOV change.\n\n" + + "When the client requests that its field of view should be changed (because " + "they want to use a sniper scope, for example) this new FOV needs to be validated " + "by the server. This method is called if it exists (it is optional) to validate " + "the requested FOV, and modify it if necessary. This could be as simple as checking " + "that the FOV falls within a correct range, to making sure that the FOV matches the " + "capabilities of the current weapon.\n\n" + + "Following this method, ShapeBase ensures that the given FOV still falls within " + "the datablock's mCameraMinFov and mCameraMaxFov. If that is good enough for your " + "purposes, then you do not need to define the validateCameraFov() callback for " + "your ShapeBase.\n\n" + + "@param fov The FOV that has been requested by the client.\n" + "@return The FOV as validated by the server.\n\n" + + "@see ShapeBaseData\n\n"); + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// + +CameraComponent::CameraComponent() : Component() +{ + mClientScreen = Point2F(1, 1); + + mCameraFov = mCameraDefaultFov = 80; + mCameraMinFov = 5; + mCameraMaxFov = 175; + + mTargetNodeIdx = -1; + + mPosOffset = Point3F(0, 0, 0); + mRotOffset = EulerF(0, 0, 0); + + mTargetNode = ""; + + mUseParentTransform = true; + + mFriendlyName = "Camera(Component)"; +} + +CameraComponent::~CameraComponent() +{ + for(S32 i = 0;i < mFields.size();++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(CameraComponent); + +bool CameraComponent::onAdd() +{ + if(! Parent::onAdd()) + return false; + + return true; +} + +void CameraComponent::onRemove() +{ + Parent::onRemove(); +} + +void CameraComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addProtectedField("FOV", TypeF32, Offset(mCameraFov, CameraComponent), &_setCameraFov, defaultProtectedGetFn, ""); + + addField("MinFOV", TypeF32, Offset(mCameraMinFov, CameraComponent), ""); + + addField("MaxFOV", TypeF32, Offset(mCameraMaxFov, CameraComponent), ""); + + addField("ScreenAspect", TypePoint2I, Offset(mClientScreen, CameraComponent), ""); + + addProtectedField("targetNode", TypeString, Offset(mTargetNode, CameraComponent), &_setNode, defaultProtectedGetFn, ""); + + addProtectedField("positionOffset", TypePoint3F, Offset(mPosOffset, CameraComponent), &_setPosOffset, defaultProtectedGetFn, ""); + + addProtectedField("rotationOffset", TypeRotationF, Offset(mRotOffset, CameraComponent), &_setRotOffset, defaultProtectedGetFn, ""); + + addField("useParentTransform", TypeBool, Offset(mUseParentTransform, CameraComponent), ""); +} + +bool CameraComponent::_setNode(void *object, const char *index, const char *data) +{ + CameraComponent *mcc = static_cast(object); + + mcc->mTargetNode = StringTable->insert(data); + mcc->setMaskBits(OffsetMask); + + return true; +} + +bool CameraComponent::_setPosOffset(void *object, const char *index, const char *data) +{ + CameraComponent *mcc = static_cast(object); + + if (mcc) + { + Point3F pos; + Con::setData(TypePoint3F, &pos, 0, 1, &data); + + mcc->mPosOffset = pos; + mcc->setMaskBits(OffsetMask); + + return true; + } + + return false; +} + +bool CameraComponent::_setRotOffset(void *object, const char *index, const char *data) +{ + CameraComponent *mcc = static_cast(object); + + if (mcc) + { + RotationF rot; + Con::setData(TypeRotationF, &rot, 0, 1, &data); + + mcc->mRotOffset = rot; + mcc->setMaskBits(OffsetMask); + + return true; + } + + return false; +} + +bool CameraComponent::isValidCameraFov(F32 fov) +{ + return((fov >= mCameraMinFov) && (fov <= mCameraMaxFov)); +} + +bool CameraComponent::_setCameraFov(void *object, const char *index, const char *data) +{ + CameraComponent *cCI = static_cast(object); + cCI->setCameraFov(dAtof(data)); + return true; +} + +void CameraComponent::setCameraFov(F32 fov) +{ + mCameraFov = mClampF(fov, mCameraMinFov, mCameraMaxFov); + + if (isClientObject()) + GameSetCameraTargetFov(mCameraFov); + + if (isServerObject()) + setMaskBits(FOVMask); +} + +void CameraComponent::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query) +{ + // update the camera query + query->camera = this; + + if(GameConnection * con = dynamic_cast(cr)) + { + // get the fov from the connection (in deg) + F32 fov; + if (con->getControlCameraFov(&fov)) + { + query->fov = mDegToRad(fov/2); + query->sinFov = mSin(query->fov); + query->cosFov = mCos(query->fov); + } + else + { + query->fov = mDegToRad(mCameraFov/2); + query->sinFov = mSin(query->fov); + query->cosFov = mCos(query->fov); + } + } + + // use eye rather than camera transform (good enough and faster) + MatrixF camTransform = mOwner->getTransform(); + camTransform.getColumn(3, &query->pos); + camTransform.getColumn(1, &query->orientation); + + // Get the visible distance. + if (mOwner->getSceneManager() != NULL) + query->visibleDistance = mOwner->getSceneManager()->getVisibleDistance(); +} + +bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat) +{ + // Returns camera to world space transform + // Handles first person / third person camera position + bool isServer = isServerObject(); + + if (mTargetNodeIdx == -1) + { + if (mUseParentTransform) + { + MatrixF rMat = mOwner->getRenderTransform(); + + rMat.mul(mRotOffset.asMatrixF()); + + mat->set(rMat.toEuler(), rMat.getPosition() + mPosOffset); + } + else + { + mat->set(mRotOffset.asEulerF(), mPosOffset); + } + + return true; + } + else + { + RenderComponentInterface *renderInterface = mOwner->getComponent(); + + if (!renderInterface) + return false; + + if (mUseParentTransform) + { + MatrixF rMat = mOwner->getRenderTransform(); + + Point3F position = rMat.getPosition(); + + RotationF rot = mRotOffset; + + if (mTargetNodeIdx != -1) + { + Point3F nodPos; + MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx); + nodeTrans.getColumn(3, &nodPos); + + // Scale the camera position before applying the transform + const Point3F& scale = mOwner->getScale(); + nodPos.convolve(scale); + + mOwner->getRenderTransform().mulP(nodPos, &position); + + nodeTrans.mul(rMat); + + rot = nodeTrans; + } + + position += mPosOffset; + + MatrixF rotMat = rot.asMatrixF(); + + MatrixF rotOffsetMat = mRotOffset.asMatrixF(); + + rotMat.mul(rotOffsetMat); + + rot = RotationF(rotMat); + + mat->set(rot.asEulerF(), position); + } + else + { + MatrixF rMat = mOwner->getRenderTransform(); + + Point3F position = rMat.getPosition(); + + RotationF rot = mRotOffset; + + if (mTargetNodeIdx != -1) + { + Point3F nodPos; + MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx); + nodeTrans.getColumn(3, &nodPos); + + // Scale the camera position before applying the transform + const Point3F& scale = mOwner->getScale(); + nodPos.convolve(scale); + + position = nodPos; + } + + position += mPosOffset; + + mat->set(rot.asEulerF(), position); + } + + return true; + } +} + +void CameraComponent::getCameraParameters(F32 *min, F32* max, Point3F* off, MatrixF* rot) +{ + *min = 0.2f; + *max = 0.f; + off->set(0, 0, 0); + rot->identity(); +} + +U32 CameraComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retmask = Parent::packUpdate(con, mask, stream); + + if (stream->writeFlag(mask & FOVMask)) + { + stream->write(mCameraFov); + } + + if (stream->writeFlag(mask & OffsetMask)) + { + RenderComponentInterface* renderInterface = getOwner()->getComponent(); + + if (renderInterface && renderInterface->getShape()) + { + S32 nodeIndex = renderInterface->getShape()->findNode(mTargetNode); + + mTargetNodeIdx = nodeIndex; + } + + stream->writeInt(mTargetNodeIdx, 32); + //send offsets here + + stream->writeCompressedPoint(mPosOffset); + stream->writeCompressedPoint(mRotOffset.asEulerF()); + + stream->writeFlag(mUseParentTransform); + } + + return retmask; +} + +void CameraComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if (stream->readFlag()) + { + F32 fov; + stream->read(&fov); + setCameraFov(fov); + } + + if(stream->readFlag()) + { + mTargetNodeIdx = stream->readInt(32); + + stream->readCompressedPoint(&mPosOffset); + + EulerF rot; + stream->readCompressedPoint(&rot); + + mRotOffset = RotationF(rot); + + mUseParentTransform = stream->readFlag(); + } +} + +void CameraComponent::setForwardVector(VectorF newForward, VectorF upVector) +{ + MatrixF mat; + F32 pos = 0; + getCameraTransform(&pos, &mat); + + mPosOffset = mat.getPosition(); + + VectorF up(0.0f, 0.0f, 1.0f); + VectorF axisX; + VectorF axisY = newForward; + VectorF axisZ; + + if (upVector != VectorF::Zero) + up = upVector; + + // Validate and normalize input: + F32 lenSq; + lenSq = axisY.lenSquared(); + if (lenSq < 0.000001f) + { + axisY.set(0.0f, 1.0f, 0.0f); + Con::errorf("Entity::setForwardVector() - degenerate forward vector"); + } + else + { + axisY /= mSqrt(lenSq); + } + + lenSq = up.lenSquared(); + if (lenSq < 0.000001f) + { + up.set(0.0f, 0.0f, 1.0f); + Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small"); + } + else + { + up /= mSqrt(lenSq); + } + + if (fabsf(mDot(up, axisY)) > 0.9999f) + { + Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward"); + // i haven't really tested this, but i think it generates something which should be not parallel to the previous vector: + F32 tmp = up.x; + up.x = -up.y; + up.y = up.z; + up.z = tmp; + } + + // construct the remaining axes: + mCross(axisY, up, &axisX); + mCross(axisX, axisY, &axisZ); + + mat.setColumn(0, axisX); + mat.setColumn(1, axisY); + mat.setColumn(2, axisZ); + + mRotOffset = RotationF(mat.toEuler()); + mRotOffset.y = 0; + + setMaskBits(OffsetMask); +} + +void CameraComponent::setPosition(Point3F newPos) +{ + mPosOffset = newPos; + setMaskBits(OffsetMask); +} + +void CameraComponent::setRotation(RotationF newRot) +{ + mRotOffset = newRot; + setMaskBits(OffsetMask); +} + +Frustum CameraComponent::getFrustum() +{ + Frustum visFrustum; + F32 left, right, top, bottom; + F32 aspectRatio = mClientScreen.x / mClientScreen.y; + + visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform()); + + return visFrustum; +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Camera/CameraComponent.h b/Engine/source/T3D/components/Camera/CameraComponent.h new file mode 100644 index 000000000..1e5403833 --- /dev/null +++ b/Engine/source/T3D/components/Camera/CameraComponent.h @@ -0,0 +1,159 @@ +//----------------------------------------------------------------------------- +// 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 CAMERA_COMPONENT_H +#define CAMERA_COMPONENT_H + +#ifndef COMPONENT_H +#include "T3D/Components/Component.h" +#endif +#ifndef _SCENERENDERSTATE_H_ +#include "scene/sceneRenderState.h" +#endif +#ifndef _MBOX_H_ +#include "math/mBox.h" +#endif +#ifndef ENTITY_H +#include "T3D/Entity.h" +#endif +#ifndef CORE_INTERFACES_H +#include "T3D/Components/coreInterfaces.h" +#endif + +class SceneRenderState; +struct CameraScopeQuery; + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class CameraComponent : public Component, public CameraInterface +{ + typedef Component Parent; + + F32 mCameraFov; ///< The camera vertical FOV in degrees. + + Point2F mClientScreen; ///< The dimensions of the client's screen. Used to calculate the aspect ratio. + + F32 mCameraDefaultFov; ///< Default vertical FOV in degrees. + F32 mCameraMinFov; ///< Min vertical FOV allowed in degrees. + F32 mCameraMaxFov; ///< Max vertical FOV allowed in degrees. + +protected: + Point3F mPosOffset; + RotationF mRotOffset; + + StringTableEntry mTargetNode; + S32 mTargetNodeIdx; + + bool mUseParentTransform; + + enum + { + FOVMask = Parent::NextFreeMask, + OffsetMask = Parent::NextFreeMask << 1, + NextFreeMask = Parent::NextFreeMask << 2, + }; + +public: + CameraComponent(); + virtual ~CameraComponent(); + DECLARE_CONOBJECT(CameraComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + static bool _setCameraFov(void *object, const char *index, const char *data); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + static bool _setNode(void *object, const char *index, const char *data); + static bool _setPosOffset(void *object, const char *index, const char *data); + static bool _setRotOffset(void *object, const char *index, const char *data); + + void setRotOffset(RotationF rot) + { + mRotOffset = rot; + setMaskBits(OffsetMask); + } + + RotationF getRotOffset() + { + return mRotOffset; + } + + Point3F getPosOffset() + { + return mPosOffset; + } + + /// Gets the minimum viewing distance, maximum viewing distance, camera offsetand rotation + /// for this object, if the world were to be viewed through its eyes + /// @param min Minimum viewing distance + /// @param max Maximum viewing distance + /// @param offset Offset of the camera from the origin in local space + /// @param rot Rotation matrix + virtual void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot); + + /// Gets the camera to world space transform matrix + /// @todo Find out what pos does + /// @param pos TODO: Find out what this does + /// @param mat Camera transform (out) + virtual bool getCameraTransform(F32* pos, MatrixF* mat); + + /// Returns the vertical field of view in degrees for + /// this object if used as a camera. + virtual F32 getCameraFov() { return mCameraFov; } + + /// Returns the default vertical field of view in degrees + /// if this object is used as a camera. + virtual F32 getDefaultCameraFov() { return mCameraDefaultFov; } + + /// Sets the vertical field of view in degrees for this + /// object if used as a camera. + /// @param yfov The vertical FOV in degrees to test. + virtual void setCameraFov(F32 fov); + + /// Returns true if the vertical FOV in degrees is within + /// allowable parameters of the datablock. + /// @param yfov The vertical FOV in degrees to test. + /// @see ShapeBaseData::cameraMinFov + /// @see ShapeBaseData::cameraMaxFov + virtual bool isValidCameraFov(F32 fov); + /// @} + + virtual Frustum getFrustum(); + + /// Control object scoping + void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo); + + void setForwardVector(VectorF newForward, VectorF upVector = VectorF::Zero); + void setPosition(Point3F newPos); + void setRotation(RotationF newRot); + +protected: + DECLARE_CALLBACK(F32, validateCameraFov, (F32 fov)); +}; + +#endif // CAMERA_BEHAVIOR_H diff --git a/Engine/source/T3D/components/Camera/CameraComponent_ScriptBinding.h b/Engine/source/T3D/components/Camera/CameraComponent_ScriptBinding.h new file mode 100644 index 000000000..c7ed90cb1 --- /dev/null +++ b/Engine/source/T3D/components/Camera/CameraComponent_ScriptBinding.h @@ -0,0 +1,91 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "console/engineAPI.h" +#include "T3D/Components/Camera/CameraComponent.h" + +//Basically, this only exists for backwards compatibility for parts of the editors +ConsoleMethod(CameraComponent, getMode, const char*, 2, 2, "() - We get the first behavior of the requested type on our owner object.\n" + "@return (string name) The type of the behavior we're requesting") +{ + return "fly"; +} + +DefineConsoleMethod(CameraComponent, getForwardVector, VectorF, (), , + "Get the number of static fields on the object.\n" + "@return The number of static fields defined on the object.") +{ + F32 pos = 0; + MatrixF cameraMat; + object->getCameraTransform(&pos, &cameraMat); + + VectorF returnVec = cameraMat.getForwardVector(); + returnVec = VectorF(mRadToDeg(returnVec.x), mRadToDeg(returnVec.y), mRadToDeg(returnVec.z)); + returnVec.normalize(); + return returnVec; +} + +DefineConsoleMethod(CameraComponent, getRightVector, VectorF, (), , + "Get the number of static fields on the object.\n" + "@return The number of static fields defined on the object.") +{ + F32 pos = 0; + MatrixF cameraMat; + object->getCameraTransform(&pos, &cameraMat); + + VectorF returnVec = cameraMat.getRightVector(); + returnVec = VectorF(mRadToDeg(returnVec.x), mRadToDeg(returnVec.y), mRadToDeg(returnVec.z)); + returnVec.normalize(); + return returnVec; +} + +DefineConsoleMethod(CameraComponent, getUpVector, VectorF, (), , + "Get the number of static fields on the object.\n" + "@return The number of static fields defined on the object.") +{ + F32 pos = 0; + MatrixF cameraMat; + object->getCameraTransform(&pos, &cameraMat); + + VectorF returnVec = cameraMat.getUpVector(); + returnVec = VectorF(mRadToDeg(returnVec.x), mRadToDeg(returnVec.y), mRadToDeg(returnVec.z)); + returnVec.normalize(); + return returnVec; +} + +DefineConsoleMethod(CameraComponent, setForwardVector, void, (VectorF newForward), (VectorF(0, 0, 0)), + "Get the number of static fields on the object.\n" + "@return The number of static fields defined on the object.") +{ + object->setForwardVector(newForward); +} + +DefineConsoleMethod(CameraComponent, getWorldPosition, Point3F, (), , + "Get the number of static fields on the object.\n" + "@return The number of static fields defined on the object.") +{ + F32 pos = 0; + MatrixF mat; + object->getCameraTransform(&pos, &mat); + + return mat.getPosition(); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Camera/CameraOrbiterComponent.cpp b/Engine/source/T3D/components/Camera/CameraOrbiterComponent.cpp new file mode 100644 index 000000000..6b7866873 --- /dev/null +++ b/Engine/source/T3D/components/Camera/CameraOrbiterComponent.cpp @@ -0,0 +1,146 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/Camera/CameraOrbiterComponent.h" +#include "core/util/safeDelete.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "core/stream/bitStream.h" +#include "console/engineAPI.h" +#include "sim/netConnection.h" +#include "math/mathUtils.h" + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// +CameraOrbiterComponent::CameraOrbiterComponent() : Component() +{ + mMinOrbitDist = 0.0f; + mMaxOrbitDist = 0.0f; + mCurOrbitDist = 8.0f; + mPosition.set(0.0f, 0.0f, 0.0f); + + mMaxPitchAngle = 70; + mMinPitchAngle = -10; + + mRotation.set(0, 0, 0); + + mCamera = NULL; +} + +CameraOrbiterComponent::~CameraOrbiterComponent() +{ +} + +IMPLEMENT_CO_NETOBJECT_V1(CameraOrbiterComponent); + +bool CameraOrbiterComponent::onAdd() +{ + if (!Parent::onAdd()) + return false; + + return true; +} + +void CameraOrbiterComponent::onRemove() +{ + Parent::onRemove(); +} +void CameraOrbiterComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addField("orbitDistance", TypeF32, Offset(mCurOrbitDist, CameraOrbiterComponent), "Object world orientation."); + addField("Rotation", TypeRotationF, Offset(mRotation, CameraOrbiterComponent), "Object world orientation."); + addField("maxPitchAngle", TypeF32, Offset(mMaxPitchAngle, CameraOrbiterComponent), "Object world orientation."); + addField("minPitchAngle", TypeF32, Offset(mMinPitchAngle, CameraOrbiterComponent), "Object world orientation."); +} + +//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior +void CameraOrbiterComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + CameraComponent *cam = mOwner->getComponent(); + if (cam) + { + mCamera = cam; + } +} + +void CameraOrbiterComponent::onComponentRemove() +{ + Parent::onComponentRemove(); +} + +U32 CameraOrbiterComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + return retMask; +} + +void CameraOrbiterComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); +} + +void CameraOrbiterComponent::processTick() +{ + Parent::processTick(); + + if (!mOwner) + return; + + if (mCamera) + { + //Clamp our pitch to whatever range we allow, first. + mRotation.x = mClampF(mRotation.x, mDegToRad(mMinPitchAngle), mDegToRad(mMaxPitchAngle)); + + MatrixF ownerTrans = mOwner->getRenderTransform(); + Point3F ownerPos = ownerTrans.getPosition(); + + Point3F pos; + pos.x = mCurOrbitDist * mSin(mRotation.x + M_HALFPI_F) * mCos(-1.0f * (mRotation.z + M_HALFPI_F)); + pos.y = mCurOrbitDist * mSin(mRotation.x + M_HALFPI_F) * mSin(-1.0f * (mRotation.z + M_HALFPI_F)); + pos.z = mCurOrbitDist * mSin(mRotation.x); + + //orient the camera towards the owner + VectorF ownerVec = ownerPos - pos; + ownerVec.normalize(); + + MatrixF xRot, zRot, cameraMatrix; + xRot.set(EulerF(mRotation.x, 0.0f, 0.0f)); + zRot.set(EulerF(0.0f, 0.0f, mRotation.z)); + + cameraMatrix.mul(zRot, xRot); + cameraMatrix.getColumn(1, &ownerVec); + cameraMatrix.setColumn(3, pos - ownerVec * pos); + + RotationF camRot = RotationF(cameraMatrix); + + if (camRot != mCamera->getRotOffset()) + mCamera->setRotation(camRot); + + if (pos != mCamera->getPosOffset()) + mCamera->setPosition(pos); + } +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Camera/CameraOrbiterComponent.h b/Engine/source/T3D/components/Camera/CameraOrbiterComponent.h new file mode 100644 index 000000000..c13029f37 --- /dev/null +++ b/Engine/source/T3D/components/Camera/CameraOrbiterComponent.h @@ -0,0 +1,71 @@ +//----------------------------------------------------------------------------- +// 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 CAMERA_ORBITER_COMPONENT_H +#define CAMERA_ORBITER_COMPONENT_H + +#ifndef COMPONENT_H +#include "T3D/Components/Component.h" +#endif +#ifndef CAMERA_COMPONENT_H +#include "T3D/Components/camera/cameraComponent.h" +#endif + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class CameraOrbiterComponent : public Component +{ + typedef Component Parent; + + F32 mMinOrbitDist; + F32 mMaxOrbitDist; + F32 mCurOrbitDist; + Point3F mPosition; + + F32 mMaxPitchAngle; + F32 mMinPitchAngle; + + RotationF mRotation; + + CameraComponent* mCamera; + +public: + CameraOrbiterComponent(); + virtual ~CameraOrbiterComponent(); + DECLARE_CONOBJECT(CameraOrbiterComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void onComponentAdd(); + virtual void onComponentRemove(); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + virtual void processTick(); +}; + +#endif // EXAMPLEBEHAVIOR_H diff --git a/Engine/source/T3D/components/Collision/CollisionComponent_ScriptBinding.h b/Engine/source/T3D/components/Collision/CollisionComponent_ScriptBinding.h new file mode 100644 index 000000000..f822bfb76 --- /dev/null +++ b/Engine/source/T3D/components/Collision/CollisionComponent_ScriptBinding.h @@ -0,0 +1,172 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "console/engineAPI.h" +#include "T3D/Components/Collision/CollisionComponent.h" +#include "materials/baseMatInstance.h" + +DefineConsoleMethod(CollisionComponent, getNumberOfContacts, S32, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + return object->getCollisionList()->getCount(); +} + +DefineConsoleMethod(CollisionComponent, getBestContact, S32, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + return 0; +} + +DefineConsoleMethod(CollisionComponent, getContactNormal, Point3F, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + if (object->getContactInfo()) + { + if (object->getContactInfo()->contactObject) + { + return object->getContactInfo()->contactNormal; + } + } + + return Point3F::Zero; +} + +DefineConsoleMethod(CollisionComponent, getContactMaterial, S32, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + if (object->getContactInfo()) + { + if (object->getContactInfo()->contactObject) + { + if (object->getContactInfo()->contactMaterial != NULL) + return object->getContactInfo()->contactMaterial->getMaterial()->getId(); + } + } + + return 0; +} + +DefineConsoleMethod(CollisionComponent, getContactObject, S32, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + if (object->getContactInfo()) + { + return object->getContactInfo()->contactObject != NULL ? object->getContactInfo()->contactObject->getId() : 0; + } + + return 0; +} + +DefineConsoleMethod(CollisionComponent, getContactPoint, Point3F, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + if (object->getContactInfo()) + { + if (object->getContactInfo()->contactObject) + { + return object->getContactInfo()->contactPoint; + } + } + + return Point3F::Zero; +} + +DefineConsoleMethod(CollisionComponent, getContactTime, S32, (), , + "Gets the number of contacts this collider has hit.\n" + "@return The number of static fields defined on the object.") +{ + if (object->getContactInfo()) + { + if (object->getContactInfo()->contactObject) + { + return object->getContactInfo()->contactTimer; + } + } + + return 0; +} + +DefineEngineMethod(CollisionComponent, hasContact, bool, (), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->hasContact(); +} + +DefineEngineMethod(CollisionComponent, getCollisionCount, S32, (), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->getCollisionCount(); +} + +DefineEngineMethod(CollisionComponent, getCollisionNormal, Point3F, (S32 collisionIndex), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->getCollisionNormal(collisionIndex); +} + +DefineEngineMethod(CollisionComponent, getCollisionAngle, F32, (S32 collisionIndex, VectorF upVector), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->getCollisionAngle(collisionIndex, upVector); +} + +DefineEngineMethod(CollisionComponent, getBestCollisionAngle, F32, (VectorF upVector), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->getBestCollisionAngle(upVector); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Collision/collisionComponent.cpp b/Engine/source/T3D/components/Collision/collisionComponent.cpp new file mode 100644 index 000000000..1ce851b0f --- /dev/null +++ b/Engine/source/T3D/components/Collision/collisionComponent.cpp @@ -0,0 +1,582 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/Collision/collisionComponent.h" +#include "T3D/Components/Collision/collisionComponent_ScriptBinding.h" +#include "T3D/Components/Physics/physicsBehavior.h" +#include "console/consoleTypes.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "core/stream/bitStream.h" +#include "scene/sceneRenderState.h" +#include "gfx/gfxTransformSaver.h" +#include "gfx/gfxDrawUtil.h" +#include "console/engineAPI.h" +#include "T3D/physics/physicsPlugin.h" +#include "T3D/physics/physicsBody.h" +#include "T3D/physics/physicsCollision.h" +#include "T3D/gameBase/gameConnection.h" +#include "collision/extrudedPolyList.h" +#include "math/mathIO.h" +#include "gfx/sim/debugDraw.h" +#include "collision/concretePolyList.h" + +#include "T3D/trigger.h" +#include "opcode/Opcode.h" +#include "opcode/Ice/IceAABB.h" +#include "opcode/Ice/IcePoint.h" +#include "opcode/OPC_AABBTree.h" +#include "opcode/OPC_AABBCollider.h" + +#include "math/mathUtils.h" +#include "materials/baseMatInstance.h" +#include "collision/vertexPolyList.h" + +extern bool gEditingMission; + +static bool sRenderColliders = false; + +//Docs +ConsoleDocClass(CollisionComponent, + "@brief The Box Collider component uses a box or rectangular convex shape for collisions.\n\n" + + "Colliders are individualized components that are similarly based off the CollisionInterface core.\n" + "They are basically the entire functionality of how Torque handles collisions compacted into a single component.\n" + "A collider will both collide against and be collided with, other entities.\n" + "Individual colliders will offer different shapes. This box collider will generate a box/rectangle convex, \n" + "while the mesh collider will take the owner Entity's rendered shape and do polysoup collision on it, etc.\n\n" + + "The general flow of operations for how collisions happen is thus:\n" + " -When the component is added(or updated) prepCollision() is called.\n" + " This will set up our initial convex shape for usage later.\n\n" + + " -When we update via processTick(), we first test if our entity owner is mobile.\n" + " If our owner isn't mobile(as in, they have no components that provide it a velocity to move)\n" + " then we skip doing our active collision checks. Collisions are checked by the things moving, as\n" + " opposed to being reactionary. If we're moving, we call updateWorkingCollisionSet().\n" + " updateWorkingCollisionSet() estimates our bounding space for our current ticket based on our position and velocity.\n" + " If our bounding space has changed since the last tick, we proceed to call updateWorkingList() on our convex.\n" + " This notifies any object in the bounding space that they may be collided with, so they will call buildConvex().\n" + " buildConvex() will set up our ConvexList with our collision convex info.\n\n" + + " -When the component that is actually causing our movement, such as SimplePhysicsBehavior, updates, it will check collisions.\n" + " It will call checkCollisions() on us. checkCollisions() will first build a bounding shape for our convex, and test\n" + " if we can early out because we won't hit anything based on our starting point, velocity, and tick time.\n" + " If we don't early out, we proceed to call updateCollisions(). This builds an ExtrudePolyList, which is then extruded\n" + " based on our velocity. We then test our extruded polies on our working list of objects we build\n" + " up earlier via updateWorkingCollisionSet. Any collisions that happen here will be added to our mCollisionList.\n" + " Finally, we call handleCollisionList() on our collisionList, which then queues out the colliison notice\n" + " to the object(s) we collided with so they can do callbacks and the like. We also report back on if we did collide\n" + " to the physics component via our bool return in checkCollisions() so it can make the physics react accordingly.\n\n" + + "One interesting point to note is the usage of mBlockColliding.\n" + "This is set so that it dictates the return on checkCollisions(). If set to false, it will ensure checkCollisions()\n" + "will return false, regardless if we actually collided. This is useful, because even if checkCollisions() returns false,\n" + "we still handle the collisions so the callbacks happen. This enables us to apply a collider to an object that doesn't block\n" + "objects, but does have callbacks, so it can act as a trigger, allowing for arbitrarily shaped triggers, as any collider can\n" + "act as a trigger volume(including MeshCollider).\n\n" + + "@tsexample\n" + "new CollisionComponentInstance()\n" + "{\n" + " template = CollisionComponentTemplate;\n" + " colliderSize = \"1 1 2\";\n" + " blockColldingObject = \"1\";\n" + "};\n" + "@endtsexample\n" + + "@see SimplePhysicsBehavior\n" + "@ingroup Collision\n" + "@ingroup Components\n" + ); +//Docs + +///////////////////////////////////////////////////////////////////////// +ImplementEnumType(CollisionMeshMeshType, + "Type of mesh data available in a shape.\n" + "@ingroup gameObjects") +{ CollisionComponent::None, "None", "No mesh data." }, +{ CollisionComponent::Bounds, "Bounds", "Bounding box of the shape." }, +{ CollisionComponent::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." }, +{ CollisionComponent::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." }, +EndImplementEnumType; + +// +CollisionComponent::CollisionComponent() : Component() +{ + mNetFlags.set(Ghostable | ScopeAlways); + + mFriendlyName = "Collision(Component)"; + + mOwnerRenderInterface = NULL; + mOwnerPhysicsInterface = NULL; + + mBlockColliding = true; + + mCollisionType = CollisionMesh; + mLOSType = CollisionMesh; + mDecalType = CollisionMesh; + + colisionMeshPrefix = StringTable->insert("Collision"); + + CollisionMoveMask = (TerrainObjectType | PlayerObjectType | + StaticShapeObjectType | VehicleObjectType | + VehicleBlockerObjectType | DynamicShapeObjectType | StaticObjectType | EntityObjectType | TriggerObjectType); + + mPhysicsRep = NULL; + mPhysicsWorld = NULL; + + mTimeoutList = NULL; +} + +CollisionComponent::~CollisionComponent() +{ + for (S32 i = 0; i < mFields.size(); ++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(CollisionComponent); + +void CollisionComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + RenderComponentInterface *renderInterface = mOwner->getComponent(); + if (renderInterface) + { + renderInterface->onShapeInstanceChanged.notify(this, &CollisionComponent::targetShapeChanged); + mOwnerRenderInterface = renderInterface; + } + + //physicsInterface + PhysicsComponentInterface *physicsInterface = mOwner->getComponent(); + if (!physicsInterface) + { + mPhysicsRep = PHYSICSMGR->createBody(); + } + + prepCollision(); +} + +void CollisionComponent::onComponentRemove() +{ + SAFE_DELETE(mPhysicsRep); + + Parent::onComponentRemove(); +} + +void CollisionComponent::componentAddedToOwner(Component *comp) +{ + if (comp->getId() == getId()) + return; + + //test if this is a shape component! + RenderComponentInterface *renderInterface = dynamic_cast(comp); + if (renderInterface) + { + renderInterface->onShapeInstanceChanged.notify(this, &CollisionComponent::targetShapeChanged); + mOwnerRenderInterface = renderInterface; + prepCollision(); + } + + PhysicsComponentInterface *physicsInterface = dynamic_cast(comp); + if (physicsInterface) + { + if (mPhysicsRep) + SAFE_DELETE(mPhysicsRep); + + prepCollision(); + } +} + +void CollisionComponent::componentRemovedFromOwner(Component *comp) +{ + if (comp->getId() == getId()) //????????? + return; + + //test if this is a shape component! + RenderComponentInterface *renderInterface = dynamic_cast(comp); + if (renderInterface) + { + renderInterface->onShapeInstanceChanged.remove(this, &CollisionComponent::targetShapeChanged); + mOwnerRenderInterface = NULL; + prepCollision(); + } + + //physicsInterface + PhysicsComponentInterface *physicsInterface = dynamic_cast(comp); + if (physicsInterface) + { + mPhysicsRep = PHYSICSMGR->createBody(); + + prepCollision(); + } +} + +void CollisionComponent::checkDependencies() +{ +} + +void CollisionComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addGroup("Collision"); + + addField("CollisionType", TypeCollisionMeshMeshType, Offset(mCollisionType, CollisionComponent), + "The type of mesh data to use for collision queries."); + + addField("LineOfSightType", TypeCollisionMeshMeshType, Offset(mLOSType, CollisionComponent), + "The type of mesh data to use for collision queries."); + + addField("DecalType", TypeCollisionMeshMeshType, Offset(mDecalType, CollisionComponent), + "The type of mesh data to use for collision queries."); + + addField("CollisionMeshPrefix", TypeString, Offset(colisionMeshPrefix, CollisionComponent), + "The type of mesh data to use for collision queries."); + + addField("BlockCollisions", TypeBool, Offset(mBlockColliding, CollisionComponent), ""); + + endGroup("Collision"); +} + +void CollisionComponent::inspectPostApply() +{ + // Apply any transformations set in the editor + Parent::inspectPostApply(); + + if (isServerObject()) + { + setMaskBits(ColliderMask); + prepCollision(); + } +} + +U32 CollisionComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + if (stream->writeFlag(mask & (ColliderMask | InitialUpdateMask))) + { + stream->write((U32)mCollisionType); + stream->writeString(colisionMeshPrefix); + } + + return retMask; +} + +void CollisionComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if (stream->readFlag()) // UpdateMask + { + U32 collisionType = CollisionMesh; + + stream->read(&collisionType); + + // Handle it if we have changed CollisionType's + if ((MeshType)collisionType != mCollisionType) + { + mCollisionType = (MeshType)collisionType; + + prepCollision(); + } + + char readBuffer[1024]; + + stream->readString(readBuffer); + colisionMeshPrefix = StringTable->insert(readBuffer); + } +} + +void CollisionComponent::ownerTransformSet(MatrixF *mat) +{ + if (mPhysicsRep) + mPhysicsRep->setTransform(mOwner->getTransform()); +} + +void CollisionComponent::targetShapeChanged(RenderComponentInterface* instanceInterface) +{ + prepCollision(); +} + +void CollisionComponent::prepCollision() +{ + if (!mOwner) + return; + + // Let the client know that the collision was updated + setMaskBits(ColliderMask); + + mOwner->disableCollision(); + + if ((!PHYSICSMGR || mCollisionType == None) || + (mOwnerRenderInterface == NULL && (mCollisionType == CollisionMesh || mCollisionType == VisibleMesh))) + return; + + PhysicsCollision *colShape = NULL; + + if (mCollisionType == Bounds) + { + MatrixF offset(true); + + if (mOwnerRenderInterface && mOwnerRenderInterface->getShape()) + offset.setPosition(mOwnerRenderInterface->getShape()->center); + + colShape = PHYSICSMGR->createCollision(); + colShape->addBox(mOwner->getObjBox().getExtents() * 0.5f * mOwner->getScale(), offset); + } + else if (mCollisionType == CollisionMesh || (mCollisionType == VisibleMesh /*&& !mOwner->getComponent()*/)) + { + colShape = buildColShapes(); + } + + if (colShape) + { + mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); + + if (mPhysicsRep) + { + if (mBlockColliding) + mPhysicsRep->init(colShape, 0, 0, mOwner, mPhysicsWorld); + else + mPhysicsRep->init(colShape, 0, PhysicsBody::BF_TRIGGER, mOwner, mPhysicsWorld); + + mPhysicsRep->setTransform(mOwner->getTransform()); + } + } + + mOwner->enableCollision(); + + onCollisionChanged.trigger(colShape); +} + +void CollisionComponent::processTick() +{ + if (!isActive()) + return; + + //ProcessTick is where our collision testing begins! + + //callback if we have a persisting contact + if (mContactInfo.contactObject) + { + if (mContactInfo.contactTimer > 0) + { + if (isMethod("updateContact")) + Con::executef(this, "updateContact"); + + if (mOwner->isMethod("updateContact")) + Con::executef(mOwner, "updateContact"); + } + + ++mContactInfo.contactTimer; + } + else if (mContactInfo.contactTimer != 0) + mContactInfo.clear(); +} + +void CollisionComponent::updatePhysics() +{ + +} + +PhysicsCollision* CollisionComponent::getCollisionData() +{ + if ((!PHYSICSMGR || mCollisionType == None) || mOwnerRenderInterface == NULL) + return NULL; + + PhysicsCollision *colShape = NULL; + if (mCollisionType == Bounds) + { + MatrixF offset(true); + offset.setPosition(mOwnerRenderInterface->getShape()->center); + colShape = PHYSICSMGR->createCollision(); + colShape->addBox(mOwner->getObjBox().getExtents() * 0.5f * mOwner->getScale(), offset); + } + else if (mCollisionType == CollisionMesh || (mCollisionType == VisibleMesh/* && !mOwner->getComponent()*/)) + { + colShape = buildColShapes(); + //colShape = mOwnerShapeInstance->getShape()->buildColShape(mCollisionType == VisibleMesh, mOwner->getScale()); + } + /*else if (mCollisionType == VisibleMesh && !mOwner->getComponent()) + { + //We don't have support for visible mesh collisions with animated meshes currently in the physics abstraction layer + //so we don't generate anything if we're set to use a visible mesh but have an animated mesh component. + colShape = mOwnerShapeInstance->getShape()->buildColShape(mCollisionType == VisibleMesh, mOwner->getScale()); + }*/ + else if (mCollisionType == VisibleMesh/* && mOwner->getComponent()*/) + { + Con::printf("CollisionComponent::updatePhysics: Cannot use visible mesh collisions with an animated mesh!"); + } + + return colShape; +} + +bool CollisionComponent::castRay(const Point3F &start, const Point3F &end, RayInfo* info) +{ + if (!mCollisionType == None) + { + if (mPhysicsWorld) + { + return mPhysicsWorld->castRay(start, end, info, Point3F::Zero); + } + } + + return false; +} + +PhysicsCollision* CollisionComponent::buildColShapes() +{ + PROFILE_SCOPE(CollisionComponent_buildColShapes); + + PhysicsCollision *colShape = NULL; + U32 surfaceKey = 0; + + TSShape* shape = mOwnerRenderInterface->getShape(); + + if (mCollisionType == VisibleMesh) + { + // Here we build triangle collision meshes from the + // visible detail levels. + + // A negative subshape on the detail means we don't have geometry. + const TSShape::Detail &detail = shape->details[0]; + if (detail.subShapeNum < 0) + return NULL; + + // We don't try to optimize the triangles we're given + // and assume the art was created properly for collision. + ConcretePolyList polyList; + polyList.setTransform(&MatrixF::Identity, mOwner->getScale()); + + // Create the collision meshes. + S32 start = shape->subShapeFirstObject[detail.subShapeNum]; + S32 end = start + shape->subShapeNumObjects[detail.subShapeNum]; + for (S32 o = start; o < end; o++) + { + const TSShape::Object &object = shape->objects[o]; + if (detail.objectDetailNum >= object.numMeshes) + continue; + + // No mesh or no verts.... nothing to do. + TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum]; + if (!mesh || mesh->mNumVerts == 0) + continue; + + // Gather the mesh triangles. + polyList.clear(); + mesh->buildPolyList(0, &polyList, surfaceKey, NULL); + + // Create the collision shape if we haven't already. + if (!colShape) + colShape = PHYSICSMGR->createCollision(); + + // Get the object space mesh transform. + MatrixF localXfm; + shape->getNodeWorldTransform(object.nodeIndex, &localXfm); + + colShape->addTriangleMesh(polyList.mVertexList.address(), + polyList.mVertexList.size(), + polyList.mIndexList.address(), + polyList.mIndexList.size() / 3, + localXfm); + } + + // Return what we built... if anything. + return colShape; + } + else if (mCollisionType == CollisionMesh) + { + + // Scan out the collision hulls... + // + // TODO: We need to support LOS collision for physics. + // + for (U32 i = 0; i < shape->details.size(); i++) + { + const TSShape::Detail &detail = shape->details[i]; + const String &name = shape->names[detail.nameIndex]; + + // Is this a valid collision detail. + if (!dStrStartsWith(name, colisionMeshPrefix) || detail.subShapeNum < 0) + continue; + + // Now go thru the meshes for this detail. + S32 start = shape->subShapeFirstObject[detail.subShapeNum]; + S32 end = start + shape->subShapeNumObjects[detail.subShapeNum]; + if (start >= end) + continue; + + for (S32 o = start; o < end; o++) + { + const TSShape::Object &object = shape->objects[o]; + const String &meshName = shape->names[object.nameIndex]; + + if (object.numMeshes <= detail.objectDetailNum) + continue; + + // No mesh, a flat bounds, or no verts.... nothing to do. + TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum]; + if (!mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0) + continue; + + // We need the default mesh transform. + MatrixF localXfm; + shape->getNodeWorldTransform(object.nodeIndex, &localXfm); + + // We have some sort of collision shape... so allocate it. + if (!colShape) + colShape = PHYSICSMGR->createCollision(); + + // Any other mesh name we assume as a generic convex hull. + // + // Collect the verts using the vertex polylist which will + // filter out duplicates. This is importaint as the convex + // generators can sometimes fail with duplicate verts. + // + VertexPolyList polyList; + MatrixF meshMat(localXfm); + + Point3F t = meshMat.getPosition(); + t.convolve(mOwner->getScale()); + meshMat.setPosition(t); + + polyList.setTransform(&MatrixF::Identity, mOwner->getScale()); + mesh->buildPolyList(0, &polyList, surfaceKey, NULL); + colShape->addConvex(polyList.getVertexList().address(), + polyList.getVertexList().size(), + meshMat); + } // objects + } // details + } + + return colShape; +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Collision/collisionComponent.h b/Engine/source/T3D/components/Collision/collisionComponent.h new file mode 100644 index 000000000..aa05dc109 --- /dev/null +++ b/Engine/source/T3D/components/Collision/collisionComponent.h @@ -0,0 +1,208 @@ +//----------------------------------------------------------------------------- +// 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 COLLISION_COMPONENT_H +#define COLLISION_COMPONENT_H + +#ifndef __RESOURCE_H__ +#include "core/resource.h" +#endif +#ifndef _TSSHAPE_H_ +#include "ts/tsShape.h" +#endif +#ifndef _SCENERENDERSTATE_H_ +#include "scene/sceneRenderState.h" +#endif +#ifndef _MBOX_H_ +#include "math/mBox.h" +#endif +#ifndef ENTITY_H +#include "T3D/Entity.h" +#endif +#ifndef CORE_INTERFACES_H +#include "T3D/Components/coreInterfaces.h" +#endif +#ifndef COLLISION_INTERFACES_H +#include "T3D/Components/collision/collisionInterfaces.h" +#endif +#ifndef RENDER_COMPONENT_INTERFACE_H +#include "T3D/Components/render/renderComponentInterface.h" +#endif +#ifndef PHYSICS_COMPONENT_INTERFACE_H +#include "T3D/Components/physics/physicsComponentInterface.h" +#endif +#ifndef _T3D_PHYSICSCOMMON_H_ +#include "T3D/physics/physicsCommon.h" +#endif +#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_ +#include "T3D/physics/physicsWorld.h" +#endif + +class TSShapeInstance; +class SceneRenderState; +class CollisionComponent; +class PhysicsBody; +class PhysicsWorld; + +class CollisionComponent : public Component, + public CollisionInterface, + public CastRayInterface +{ + typedef Component Parent; +public: + enum MeshType + { + None = 0, ///< No mesh + Bounds = 1, ///< Bounding box of the shape + CollisionMesh = 2, ///< Specifically designated collision meshes + VisibleMesh = 3 ///< Rendered mesh polygons + }; + + PhysicsWorld* mPhysicsWorld; + PhysicsBody* mPhysicsRep; + +protected: + MeshType mCollisionType; + MeshType mDecalType; + MeshType mLOSType; + + Vector mCollisionDetails; + Vector mLOSDetails; + + StringTableEntry colisionMeshPrefix; + + RenderComponentInterface* mOwnerRenderInterface; + + PhysicsComponentInterface* mOwnerPhysicsInterface; + + //only really relevent for the collision mesh type + //if we note an animation component is added, we flag as being animated. + //This way, if we're using collision meshes, we can set it up to update their transforms + //as needed + bool mAnimated; + + enum + { + ColliderMask = Parent::NextFreeMask, + }; + +public: + CollisionComponent(); + virtual ~CollisionComponent(); + DECLARE_CONOBJECT(CollisionComponent); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + virtual void componentAddedToOwner(Component *comp); + virtual void componentRemovedFromOwner(Component *comp); + virtual void ownerTransformSet(MatrixF *mat); + void targetShapeChanged(RenderComponentInterface* instanceInterface); + + virtual void onComponentRemove(); + virtual void onComponentAdd(); + + virtual void checkDependencies(); + + static void initPersistFields(); + + void inspectPostApply(); + + virtual void processTick(); + + void prepCollision(); + + PhysicsCollision* buildColShapes(); + + void updatePhysics(); + + virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); + + virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere){ return false; } + + virtual PhysicsCollision* getCollisionData(); + + //Utility functions, mostly for script + Point3F getContactNormal() { return mContactInfo.contactNormal; } + bool hasContact() + { + if (mContactInfo.contactObject) + return true; + else + return false; + } + S32 getCollisionCount() + { + return mCollisionList.getCount(); + } + + Point3F getCollisionNormal(S32 collisionIndex) + { + if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex) + return Point3F::Zero; + + return mCollisionList[collisionIndex].normal; + } + + F32 getCollisionAngle(S32 collisionIndex, Point3F upVector) + { + if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex) + return 0.0f; + + return mRadToDeg(mAcos(mDot(mCollisionList[collisionIndex].normal, upVector))); + } + + S32 getBestCollision(Point3F upVector) + { + S32 bestCollision = -1; + + F32 bestAngle = 360.f; + S32 count = mCollisionList.getCount(); + for (U32 i = 0; i < count; ++i) + { + F32 angle = mRadToDeg(mAcos(mDot(mCollisionList[i].normal, upVector))); + + if (angle < bestAngle) + { + bestCollision = i; + bestAngle = angle; + } + } + + return bestCollision; + } + + F32 getBestCollisionAngle(VectorF upVector) + { + S32 bestCol = getBestCollision(upVector); + + if (bestCol == -1) + return 0; + + return getCollisionAngle(bestCol, upVector); + } +}; + +typedef CollisionComponent::MeshType CollisionMeshMeshType; +DefineEnumType(CollisionMeshMeshType); + +#endif // COLLISION_COMPONENT_H diff --git a/Engine/source/T3D/components/Collision/collisionInterfaces.cpp b/Engine/source/T3D/components/Collision/collisionInterfaces.cpp new file mode 100644 index 000000000..4fba3e3c0 --- /dev/null +++ b/Engine/source/T3D/components/Collision/collisionInterfaces.cpp @@ -0,0 +1,258 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/collision/collisionInterfaces.h" +#include "scene/sceneObject.h" +#include "T3D/Entity.h" +#include "console/engineAPI.h" +#include "T3D/trigger.h" +#include "materials/baseMatInstance.h" + +void CollisionInterface::handleCollisionList( CollisionList &collisionList, VectorF velocity ) +{ + Collision bestCol; + + mCollisionList = collisionList; + + for (U32 i=0; i < collisionList.getCount(); ++i) + { + Collision& colCheck = collisionList[i]; + + if (colCheck.object) + { + if (colCheck.object->getTypeMask() & PlayerObjectType) + { + handleCollision( colCheck, velocity ); + } + else if (colCheck.object->getTypeMask() & TriggerObjectType) + { + // We've hit it's bounding box, that's close enough for triggers + Trigger* pTrigger = static_cast(colCheck.object); + + Component *comp = dynamic_cast(this); + pTrigger->potentialEnterObject(comp->getOwner()); + } + else if (colCheck.object->getTypeMask() & DynamicShapeObjectType) + { + Con::printf("HIT A GENERICALLY DYNAMIC OBJECT"); + handleCollision(colCheck, velocity); + } + else if(colCheck.object->getTypeMask() & EntityObjectType) + { + Entity* ent = dynamic_cast(colCheck.object); + if (ent) + { + CollisionInterface *colObjectInterface = ent->getComponent(); + if (colObjectInterface) + { + //convert us to our component + Component *thisComp = dynamic_cast(this); + if (thisComp) + { + colObjectInterface->onCollisionSignal.trigger(thisComp->getOwner()); + + //TODO: properly do this + Collision oppositeCol = colCheck; + oppositeCol.object = thisComp->getOwner(); + + colObjectInterface->handleCollision(oppositeCol, velocity); + } + } + } + } + else + { + handleCollision(colCheck, velocity); + } + } + } +} + +void CollisionInterface::handleCollision( Collision &col, VectorF velocity ) +{ + if (col.object && (mContactInfo.contactObject == NULL || + col.object->getId() != mContactInfo.contactObject->getId())) + { + queueCollision(col.object, velocity - col.object->getVelocity()); + + //do the callbacks to script for this collision + Component *comp = dynamic_cast(this); + if (comp->isMethod("onCollision")) + { + S32 matId = col.material != NULL ? col.material->getMaterial()->getId() : 0; + Con::executef(comp, "onCollision", col.object, col.normal, col.point, matId, velocity); + } + + if (comp->getOwner()->isMethod("onCollisionEvent")) + { + S32 matId = col.material != NULL ? col.material->getMaterial()->getId() : 0; + Con::executef(comp->getOwner(), "onCollisionEvent", col.object, col.normal, col.point, matId, velocity); + } + } +} + +void CollisionInterface::handleCollisionNotifyList() +{ + //special handling for any collision components we should notify that a collision happened. + for (U32 i = 0; i < mCollisionNotifyList.size(); ++i) + { + //convert us to our component + Component *thisComp = dynamic_cast(this); + if (thisComp) + { + mCollisionNotifyList[i]->onCollisionSignal.trigger(thisComp->getOwner()); + } + } + + mCollisionNotifyList.clear(); +} + +Chunker sTimeoutChunker; +CollisionInterface::CollisionTimeout* CollisionInterface::sFreeTimeoutList = 0; + +void CollisionInterface::queueCollision( SceneObject *obj, const VectorF &vec) +{ + // Add object to list of collisions. + SimTime time = Sim::getCurrentTime(); + S32 num = obj->getId(); + + CollisionTimeout** adr = &mTimeoutList; + CollisionTimeout* ptr = mTimeoutList; + while (ptr) + { + if (ptr->objectNumber == num) + { + if (ptr->expireTime < time) + { + ptr->expireTime = time + CollisionTimeoutValue; + ptr->object = obj; + ptr->vector = vec; + } + return; + } + // Recover expired entries + if (ptr->expireTime < time) + { + CollisionTimeout* cur = ptr; + *adr = ptr->next; + ptr = ptr->next; + cur->next = sFreeTimeoutList; + sFreeTimeoutList = cur; + } + else + { + adr = &ptr->next; + ptr = ptr->next; + } + } + + // New entry for the object + if (sFreeTimeoutList != NULL) + { + ptr = sFreeTimeoutList; + sFreeTimeoutList = ptr->next; + ptr->next = NULL; + } + else + { + ptr = sTimeoutChunker.alloc(); + } + + ptr->object = obj; + ptr->objectNumber = obj->getId(); + ptr->vector = vec; + ptr->expireTime = time + CollisionTimeoutValue; + ptr->next = mTimeoutList; + + mTimeoutList = ptr; +} + +bool CollisionInterface::checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale, + Box3F collisionBox, U32 collisionMask, CollisionWorkingList &colWorkingList) +{ + Point3F end = start + velocity * time; + Point3F distance = end - start; + + Box3F scaledBox = objectBox; + scaledBox.minExtents.convolve(objectScale); + scaledBox.maxExtents.convolve(objectScale); + + if (mFabs(distance.x) < objectBox.len_x() && + mFabs(distance.y) < objectBox.len_y() && + mFabs(distance.z) < objectBox.len_z()) + { + // We can potentially early out of this. If there are no polys in the clipped polylist at our + // end position, then we can bail, and just set start = end; + Box3F wBox = scaledBox; + wBox.minExtents += end; + wBox.maxExtents += end; + + static EarlyOutPolyList eaPolyList; + eaPolyList.clear(); + eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f); + eaPolyList.mPlaneList.clear(); + eaPolyList.mPlaneList.setSize(6); + eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f)); + eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f)); + eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f)); + eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f)); + eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f)); + eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f)); + + // Build list from convex states here... + CollisionWorkingList& rList = colWorkingList; + CollisionWorkingList* pList = rList.wLink.mNext; + while (pList != &rList) + { + Convex* pConvex = pList->mConvex; + + if (pConvex->getObject()->getTypeMask() & collisionMask) + { + Box3F convexBox = pConvex->getBoundingBox(); + + if (wBox.isOverlapped(convexBox)) + { + // No need to separate out the physical zones here, we want those + // to cause a fallthrough as well... + pConvex->getPolyList(&eaPolyList); + } + } + pList = pList->wLink.mNext; + } + + if (eaPolyList.isEmpty()) + { + return true; + } + } + + return false; +} + + +Collision* CollisionInterface::getCollision(S32 col) +{ + if(col < mCollisionList.getCount() && col >= 0) + return &mCollisionList[col]; + else + return NULL; +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Collision/collisionInterfaces.h b/Engine/source/T3D/components/Collision/collisionInterfaces.h new file mode 100644 index 000000000..675230e07 --- /dev/null +++ b/Engine/source/T3D/components/Collision/collisionInterfaces.h @@ -0,0 +1,167 @@ +//----------------------------------------------------------------------------- +// 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 COLLISION_INTERFACES_H +#define COLLISION_INTERFACES_H + +#ifndef _CONVEX_H_ +#include "collision/convex.h" +#endif +#ifndef _COLLISION_H_ +#include "collision/collision.h" +#endif +#ifndef _EARLYOUTPOLYLIST_H_ +#include "collision/earlyOutPolyList.h" +#endif +#ifndef _SIM_H_ +#include "console/sim.h" +#endif +#ifndef _SCENECONTAINER_H_ +#include "scene/sceneContainer.h" +#endif +#ifndef _T3D_PHYSICSCOMMON_H_ +#include "T3D/physics/physicsCommon.h" +#endif + +struct ContactInfo +{ + bool contacted, move; + SceneObject *contactObject; + VectorF idealContactNormal; + VectorF contactNormal; + Point3F contactPoint; + F32 contactTime; + S32 contactTimer; + BaseMatInstance *contactMaterial; + + void clear() + { + contacted=move=false; + contactObject = NULL; + contactNormal.set(0,0,0); + contactTime = 0.f; + contactTimer = 0; + idealContactNormal.set(0, 0, 1); + contactMaterial = NULL; + } + + ContactInfo() { clear(); } + +}; + +class CollisionInterface// : public Interface +{ +public: + // CollisionTimeout + // This struct lets us track our collisions and estimate when they've have timed out and we'll need to act on it. + struct CollisionTimeout + { + CollisionTimeout* next; + SceneObject* object; + U32 objectNumber; + SimTime expireTime; + VectorF vector; + }; + + Signal< void( SceneObject* ) > CollisionInterface::onCollisionSignal; + Signal< void( SceneObject* ) > CollisionInterface::onContactSignal; + +protected: + CollisionTimeout* mTimeoutList; + static CollisionTimeout* sFreeTimeoutList; + + CollisionList mCollisionList; + Vector mCollisionNotifyList; + + ContactInfo mContactInfo; + + Box3F mWorkingQueryBox; + + U32 CollisionMoveMask; + + Convex *mConvexList; + + bool mBlockColliding; + + void handleCollisionNotifyList(); + + void queueCollision( SceneObject *obj, const VectorF &vec); + + /// checkEarlyOut + /// This function lets you trying and early out of any expensive collision checks by using simple extruded poly boxes representing our objects + /// If it returns true, we know we won't hit with the given parameters and can successfully early out. If it returns false, our test case collided + /// and we should do the full collision sim. + bool checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale, + Box3F collisionBox, U32 collisionMask, CollisionWorkingList &colWorkingList); + +public: + /// checkCollisions + // This is our main function for checking if a collision is happening based on the start point, velocity and time + // We do the bulk of the collision checking in here + //virtual bool checkCollisions( const F32 travelTime, Point3F *velocity, Point3F start )=0; + + CollisionList *getCollisionList() { return &mCollisionList; } + + void clearCollisionList() { mCollisionList.clear(); } + + void clearCollisionNotifyList() { mCollisionNotifyList.clear(); } + + Collision *getCollision(S32 col); + + ContactInfo* getContactInfo() { return &mContactInfo; } + + Convex *getConvexList() { return mConvexList; } + + virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere) = 0; + + enum PublicConstants { + CollisionTimeoutValue = 250 + }; + + bool doesBlockColliding() { return mBlockColliding; } + + /// handleCollisionList + /// This basically takes in a CollisionList and calls handleCollision for each. + void handleCollisionList(CollisionList &collisionList, VectorF velocity); + + /// handleCollision + /// This will take a collision and queue the collision info for the object so that in knows about the collision. + void handleCollision(Collision &col, VectorF velocity); + + virtual PhysicsCollision* getCollisionData() = 0; + + Signal< void(PhysicsCollision* collision) > CollisionInterface::onCollisionChanged; +}; + +class BuildConvexInterface //: public Interface +{ +public: + virtual void buildConvex(const Box3F& box, Convex* convex)=0; +}; + +class BuildPolyListInterface// : public Interface +{ +public: + virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere) = 0; +}; + +#endif \ No newline at end of file diff --git a/Engine/source/T3D/components/Collision/collisionTrigger.cpp b/Engine/source/T3D/components/Collision/collisionTrigger.cpp new file mode 100644 index 000000000..ed1e86675 --- /dev/null +++ b/Engine/source/T3D/components/Collision/collisionTrigger.cpp @@ -0,0 +1,619 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "platform/platform.h" +#include "T3D/Components/Collision/CollisionTrigger.h" + +#include "scene/sceneRenderState.h" +#include "console/consoleTypes.h" +#include "console/engineAPI.h" +#include "collision/boxConvex.h" + +#include "core/stream/bitStream.h" +#include "math/mathIO.h" +#include "gfx/gfxTransformSaver.h" +#include "renderInstance/renderPassManager.h" +#include "gfx/gfxDrawUtil.h" +#include "T3D/physics/physicsPlugin.h" +#include "T3D/physics/physicsBody.h" +#include "T3D/physics/physicsCollision.h" + + +bool CollisionTrigger::smRenderCollisionTriggers = false; + +//----------------------------------------------------------------------------- + +//---------------------------------------------------------------------------- +//-------------------------------------------------------------------------- + +IMPLEMENT_CO_NETOBJECT_V1(CollisionTrigger); + +ConsoleDocClass(CollisionTrigger, + "@brief A CollisionTrigger is a volume of space that initiates script callbacks " + "when objects pass through the CollisionTrigger.\n\n" + + "CollisionTriggerData provides the callbacks for the CollisionTrigger when an object enters, stays inside " + "or leaves the CollisionTrigger's volume.\n\n" + + "@see CollisionTriggerData\n" + "@ingroup gameObjects\n" + ); + +IMPLEMENT_CALLBACK(CollisionTrigger, onAdd, void, (U32 objectId), (objectId), + "@brief Called when the CollisionTrigger is being created.\n\n" + "@param objectId the object id of the CollisionTrigger being created\n"); + +IMPLEMENT_CALLBACK(CollisionTrigger, onRemove, void, (U32 objectId), (objectId), + "@brief Called just before the CollisionTrigger is deleted.\n\n" + "@param objectId the object id of the CollisionTrigger being deleted\n"); + +CollisionTrigger::CollisionTrigger() +{ + // Don't ghost by default. + mNetFlags.set(Ghostable | ScopeAlways); + + mTypeMask |= TriggerObjectType; + + mObjScale.set(1, 1, 1); + mObjToWorld.identity(); + mWorldToObj.identity(); + + mLastThink = 0; + mCurrTick = 0; + + mConvexList = new Convex; + + mPhysicsRep = NULL; +} + +CollisionTrigger::~CollisionTrigger() +{ + delete mConvexList; + mConvexList = NULL; + SAFE_DELETE(mPhysicsRep); +} + +bool CollisionTrigger::castRay(const Point3F &start, const Point3F &end, RayInfo* info) +{ + // Collide against bounding box + F32 st, et, fst = 0, fet = 1; + F32 *bmin = &mObjBox.minExtents.x; + F32 *bmax = &mObjBox.maxExtents.x; + F32 const *si = &start.x; + F32 const *ei = &end.x; + + for (S32 i = 0; i < 3; i++) + { + if (*si < *ei) + { + if (*si > *bmax || *ei < *bmin) + return false; + F32 di = *ei - *si; + st = (*si < *bmin) ? (*bmin - *si) / di : 0; + et = (*ei > *bmax) ? (*bmax - *si) / di : 1; + } + else + { + if (*ei > *bmax || *si < *bmin) + return false; + F32 di = *ei - *si; + st = (*si > *bmax) ? (*bmax - *si) / di : 0; + et = (*ei < *bmin) ? (*bmin - *si) / di : 1; + } + if (st > fst) fst = st; + if (et < fet) fet = et; + if (fet < fst) + return false; + bmin++; bmax++; + si++; ei++; + } + + info->normal = start - end; + info->normal.normalizeSafe(); + getTransform().mulV(info->normal); + + info->t = fst; + info->object = this; + info->point.interpolate(start, end, fst); + info->material = 0; + return true; +} + +//----------------------------------------------------------------------------- +void CollisionTrigger::consoleInit() +{ + Con::addVariable("$CollisionTrigger::renderCollisionTriggers", TypeBool, &smRenderCollisionTriggers, + "@brief Forces all CollisionTrigger's to render.\n\n" + "Used by the Tools and debug render modes.\n" + "@ingroup gameObjects"); +} + +void CollisionTrigger::initPersistFields() +{ + addField("polyhedron", TypeTriggerPolyhedron, Offset(mCollisionTriggerPolyhedron, CollisionTrigger), + "@brief Defines a non-rectangular area for the CollisionTrigger.\n\n" + "Rather than the standard rectangular bounds, this optional parameter defines a quadrilateral " + "CollisionTrigger area. The quadrilateral is defined as a corner point followed by three vectors " + "representing the edges extending from the corner.\n"); + + addProtectedField("enterCommand", TypeCommand, Offset(mEnterCommand, CollisionTrigger), &setEnterCmd, &defaultProtectedGetFn, + "The command to execute when an object enters this CollisionTrigger. Object id stored in %%obj. Maximum 1023 characters."); + addProtectedField("leaveCommand", TypeCommand, Offset(mLeaveCommand, CollisionTrigger), &setLeaveCmd, &defaultProtectedGetFn, + "The command to execute when an object leaves this CollisionTrigger. Object id stored in %%obj. Maximum 1023 characters."); + addProtectedField("tickCommand", TypeCommand, Offset(mTickCommand, CollisionTrigger), &setTickCmd, &defaultProtectedGetFn, + "The command to execute while an object is inside this CollisionTrigger. Maximum 1023 characters."); + + Parent::initPersistFields(); +} + +bool CollisionTrigger::setEnterCmd(void *object, const char *index, const char *data) +{ + static_cast(object)->setMaskBits(EnterCmdMask); + return true; // to update the actual field +} + +bool CollisionTrigger::setLeaveCmd(void *object, const char *index, const char *data) +{ + static_cast(object)->setMaskBits(LeaveCmdMask); + return true; // to update the actual field +} + +bool CollisionTrigger::setTickCmd(void *object, const char *index, const char *data) +{ + static_cast(object)->setMaskBits(TickCmdMask); + return true; // to update the actual field +} + +//-------------------------------------------------------------------------- + +bool CollisionTrigger::onAdd() +{ + if (!Parent::onAdd()) + return false; + + onAdd_callback(getId()); + + Polyhedron temp = mCollisionTriggerPolyhedron; + setTriggerPolyhedron(temp); + + addToScene(); + + if (isServerObject()) + scriptOnAdd(); + + return true; +} + +void CollisionTrigger::onRemove() +{ + onRemove_callback(getId()); + + mConvexList->nukeList(); + + removeFromScene(); + Parent::onRemove(); +} + +bool CollisionTrigger::onNewDataBlock(GameBaseData *dptr, bool reload) +{ + return true; +} + +void CollisionTrigger::onDeleteNotify(SimObject *obj) +{ + GameBase* pScene = dynamic_cast(obj); + + if (pScene != NULL) + { + for (U32 i = 0; i < mObjects.size(); i++) + { + if (pScene == mObjects[i]) + { + mObjects.erase(i); + //onLeaveCollisionTrigger_callback(this, pScene); + break; + } + } + } + + Parent::onDeleteNotify(obj); +} + +void CollisionTrigger::inspectPostApply() +{ + setTriggerPolyhedron(mCollisionTriggerPolyhedron); + setMaskBits(PolyMask); + Parent::inspectPostApply(); +} + +//-------------------------------------------------------------------------- + +void CollisionTrigger::buildConvex(const Box3F& box, Convex* convex) +{ + // These should really come out of a pool + mConvexList->collectGarbage(); + + Box3F realBox = box; + mWorldToObj.mul(realBox); + realBox.minExtents.convolveInverse(mObjScale); + realBox.maxExtents.convolveInverse(mObjScale); + + if (realBox.isOverlapped(getObjBox()) == false) + return; + + // Just return a box convex for the entire shape... + Convex* cc = 0; + CollisionWorkingList& wl = convex->getWorkingList(); + for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) { + if (itr->mConvex->getType() == BoxConvexType && + itr->mConvex->getObject() == this) { + cc = itr->mConvex; + break; + } + } + if (cc) + return; + + // Create a new convex. + BoxConvex* cp = new BoxConvex; + mConvexList->registerObject(cp); + convex->addToWorkingList(cp); + cp->init(this); + + mObjBox.getCenter(&cp->mCenter); + cp->mSize.x = mObjBox.len_x() / 2.0f; + cp->mSize.y = mObjBox.len_y() / 2.0f; + cp->mSize.z = mObjBox.len_z() / 2.0f; +} + + +//------------------------------------------------------------------------------ + +void CollisionTrigger::setTransform(const MatrixF & mat) +{ + Parent::setTransform(mat); + + if (mPhysicsRep) + mPhysicsRep->setTransform(mat); + + if (isServerObject()) { + MatrixF base(true); + base.scale(Point3F(1.0 / mObjScale.x, + 1.0 / mObjScale.y, + 1.0 / mObjScale.z)); + base.mul(mWorldToObj); + mClippedList.setBaseTransform(base); + + setMaskBits(TransformMask | ScaleMask); + } +} + +void CollisionTrigger::prepRenderImage(SceneRenderState *state) +{ + // only render if selected or render flag is set + if (!smRenderCollisionTriggers && !isSelected()) + return; + + ObjectRenderInst *ri = state->getRenderPass()->allocInst(); + ri->renderDelegate.bind(this, &CollisionTrigger::renderObject); + ri->type = RenderPassManager::RIT_Editor; + ri->translucentSort = true; + ri->defaultKey = 1; + state->getRenderPass()->addInst(ri); +} + +void CollisionTrigger::renderObject(ObjectRenderInst *ri, + SceneRenderState *state, + BaseMatInstance *overrideMat) +{ + if (overrideMat) + return; + + GFXStateBlockDesc desc; + desc.setZReadWrite(true, false); + desc.setBlend(true); + + // CollisionTrigger polyhedrons are set up with outward facing normals and CCW ordering + // so can't enable backface culling. + desc.setCullMode(GFXCullNone); + + GFXTransformSaver saver; + + MatrixF mat = getRenderTransform(); + mat.scale(getScale()); + + GFX->multWorld(mat); + + GFXDrawUtil *drawer = GFX->getDrawUtil(); + + drawer->drawPolyhedron(desc, mCollisionTriggerPolyhedron, ColorI(255, 192, 0, 45)); + + // Render wireframe. + + desc.setFillModeWireframe(); + drawer->drawPolyhedron(desc, mCollisionTriggerPolyhedron, ColorI::BLACK); +} + +void CollisionTrigger::setTriggerPolyhedron(const Polyhedron& rPolyhedron) +{ + mCollisionTriggerPolyhedron = rPolyhedron; + + if (mCollisionTriggerPolyhedron.pointList.size() != 0) { + mObjBox.minExtents.set(1e10, 1e10, 1e10); + mObjBox.maxExtents.set(-1e10, -1e10, -1e10); + for (U32 i = 0; i < mCollisionTriggerPolyhedron.pointList.size(); i++) { + mObjBox.minExtents.setMin(mCollisionTriggerPolyhedron.pointList[i]); + mObjBox.maxExtents.setMax(mCollisionTriggerPolyhedron.pointList[i]); + } + } + else { + mObjBox.minExtents.set(-0.5, -0.5, -0.5); + mObjBox.maxExtents.set(0.5, 0.5, 0.5); + } + + MatrixF xform = getTransform(); + setTransform(xform); + + mClippedList.clear(); + mClippedList.mPlaneList = mCollisionTriggerPolyhedron.planeList; + // for (U32 i = 0; i < mClippedList.mPlaneList.size(); i++) + // mClippedList.mPlaneList[i].neg(); + + MatrixF base(true); + base.scale(Point3F(1.0 / mObjScale.x, + 1.0 / mObjScale.y, + 1.0 / mObjScale.z)); + base.mul(mWorldToObj); + + mClippedList.setBaseTransform(base); + + SAFE_DELETE(mPhysicsRep); + + if (PHYSICSMGR) + { + PhysicsCollision *colShape = PHYSICSMGR->createCollision(); + + MatrixF colMat(true); + colMat.displace(Point3F(0, 0, mObjBox.getExtents().z * 0.5f * mObjScale.z)); + + colShape->addBox(mObjBox.getExtents() * 0.5f * mObjScale, colMat); + //MatrixF colMat( true ); + //colMat.scale( mObjScale ); + //colShape->addConvex( mCollisionTriggerPolyhedron.pointList.address(), mCollisionTriggerPolyhedron.pointList.size(), colMat ); + + PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); + mPhysicsRep = PHYSICSMGR->createBody(); + mPhysicsRep->init(colShape, 0, PhysicsBody::BF_TRIGGER | PhysicsBody::BF_KINEMATIC, this, world); + mPhysicsRep->setTransform(getTransform()); + } +} + + +//-------------------------------------------------------------------------- + +bool CollisionTrigger::testObject(GameBase* enter) +{ + if (mCollisionTriggerPolyhedron.pointList.size() == 0) + return false; + + mClippedList.clear(); + + SphereF sphere; + sphere.center = (mWorldBox.minExtents + mWorldBox.maxExtents) * 0.5; + VectorF bv = mWorldBox.maxExtents - sphere.center; + sphere.radius = bv.len(); + + enter->buildPolyList(PLC_Collision, &mClippedList, mWorldBox, sphere); + return mClippedList.isEmpty() == false; +} + + +void CollisionTrigger::potentialEnterObject(GameBase* enter) +{ + for (U32 i = 0; i < mObjects.size(); i++) { + if (mObjects[i] == enter) + return; + } + + if (testObject(enter) == true) { + mObjects.push_back(enter); + deleteNotify(enter); + + if (!mEnterCommand.isEmpty()) + { + String command = String("%obj = ") + enter->getIdString() + ";" + mEnterCommand; + Con::evaluate(command.c_str()); + } + + //onEnterCollisionTrigger_callback(this, enter); + } +} + + +void CollisionTrigger::processTick(const Move* move) +{ + Parent::processTick(move); + + // + if (mObjects.size() == 0) + return; + + if (mLastThink + 100 < mCurrTick) + { + mCurrTick = 0; + mLastThink = 0; + + for (S32 i = S32(mObjects.size() - 1); i >= 0; i--) + { + if (testObject(mObjects[i]) == false) + { + GameBase* remove = mObjects[i]; + mObjects.erase(i); + clearNotify(remove); + + if (!mLeaveCommand.isEmpty()) + { + String command = String("%obj = ") + remove->getIdString() + ";" + mLeaveCommand; + Con::evaluate(command.c_str()); + } + + //onLeaveCollisionTrigger_callback(this, remove); + } + } + + if (!mTickCommand.isEmpty()) + Con::evaluate(mTickCommand.c_str()); + + //if (mObjects.size() != 0) + // onTickCollisionTrigger_callback(this); + } + else + { + mCurrTick += TickMs; + } +} + +//-------------------------------------------------------------------------- + +U32 CollisionTrigger::packUpdate(NetConnection* con, U32 mask, BitStream* stream) +{ + U32 i; + U32 retMask = Parent::packUpdate(con, mask, stream); + + if (stream->writeFlag(mask & TransformMask)) + { + stream->writeAffineTransform(mObjToWorld); + } + + // Write the polyhedron + if (stream->writeFlag(mask & PolyMask)) + { + stream->write(mCollisionTriggerPolyhedron.pointList.size()); + for (i = 0; i < mCollisionTriggerPolyhedron.pointList.size(); i++) + mathWrite(*stream, mCollisionTriggerPolyhedron.pointList[i]); + + stream->write(mCollisionTriggerPolyhedron.planeList.size()); + for (i = 0; i < mCollisionTriggerPolyhedron.planeList.size(); i++) + mathWrite(*stream, mCollisionTriggerPolyhedron.planeList[i]); + + stream->write(mCollisionTriggerPolyhedron.edgeList.size()); + for (i = 0; i < mCollisionTriggerPolyhedron.edgeList.size(); i++) { + const Polyhedron::Edge& rEdge = mCollisionTriggerPolyhedron.edgeList[i]; + + stream->write(rEdge.face[0]); + stream->write(rEdge.face[1]); + stream->write(rEdge.vertex[0]); + stream->write(rEdge.vertex[1]); + } + } + + if (stream->writeFlag(mask & EnterCmdMask)) + stream->writeLongString(CMD_SIZE - 1, mEnterCommand.c_str()); + if (stream->writeFlag(mask & LeaveCmdMask)) + stream->writeLongString(CMD_SIZE - 1, mLeaveCommand.c_str()); + if (stream->writeFlag(mask & TickCmdMask)) + stream->writeLongString(CMD_SIZE - 1, mTickCommand.c_str()); + + return retMask; +} + +void CollisionTrigger::unpackUpdate(NetConnection* con, BitStream* stream) +{ + Parent::unpackUpdate(con, stream); + + U32 i, size; + + // Transform + if (stream->readFlag()) + { + MatrixF temp; + stream->readAffineTransform(&temp); + setTransform(temp); + } + + // Read the polyhedron + if (stream->readFlag()) + { + Polyhedron tempPH; + stream->read(&size); + tempPH.pointList.setSize(size); + for (i = 0; i < tempPH.pointList.size(); i++) + mathRead(*stream, &tempPH.pointList[i]); + + stream->read(&size); + tempPH.planeList.setSize(size); + for (i = 0; i < tempPH.planeList.size(); i++) + mathRead(*stream, &tempPH.planeList[i]); + + stream->read(&size); + tempPH.edgeList.setSize(size); + for (i = 0; i < tempPH.edgeList.size(); i++) { + Polyhedron::Edge& rEdge = tempPH.edgeList[i]; + + stream->read(&rEdge.face[0]); + stream->read(&rEdge.face[1]); + stream->read(&rEdge.vertex[0]); + stream->read(&rEdge.vertex[1]); + } + setTriggerPolyhedron(tempPH); + } + + if (stream->readFlag()) + { + char buf[CMD_SIZE]; + stream->readLongString(CMD_SIZE - 1, buf); + mEnterCommand = buf; + } + if (stream->readFlag()) + { + char buf[CMD_SIZE]; + stream->readLongString(CMD_SIZE - 1, buf); + mLeaveCommand = buf; + } + if (stream->readFlag()) + { + char buf[CMD_SIZE]; + stream->readLongString(CMD_SIZE - 1, buf); + mTickCommand = buf; + } +} + +//ConsoleMethod( CollisionTrigger, getNumObjects, S32, 2, 2, "") +DefineEngineMethod(CollisionTrigger, getNumObjects, S32, (), , + "@brief Get the number of objects that are within the CollisionTrigger's bounds.\n\n" + "@see getObject()\n") +{ + return object->getNumCollisionTriggeringObjects(); +} + +//ConsoleMethod( CollisionTrigger, getObject, S32, 3, 3, "(int idx)") +DefineEngineMethod(CollisionTrigger, getObject, S32, (S32 index), , + "@brief Retrieve the requested object that is within the CollisionTrigger's bounds.\n\n" + "@param index Index of the object to get (range is 0 to getNumObjects()-1)\n" + "@returns The SimObjectID of the object, or -1 if the requested index is invalid.\n" + "@see getNumObjects()\n") +{ + if (index >= object->getNumCollisionTriggeringObjects() || index < 0) + return -1; + else + return object->getObject(U32(index))->getId(); +} diff --git a/Engine/source/T3D/components/Collision/collisionTrigger.h b/Engine/source/T3D/components/Collision/collisionTrigger.h new file mode 100644 index 000000000..5673d6162 --- /dev/null +++ b/Engine/source/T3D/components/Collision/collisionTrigger.h @@ -0,0 +1,145 @@ +//----------------------------------------------------------------------------- +// 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 _H_CollisionTrigger +#define _H_CollisionTrigger + +#ifndef _GAMEBASE_H_ +#include "T3D/gameBase/gameBase.h" +#endif +#ifndef _MBOX_H_ +#include "math/mBox.h" +#endif +#ifndef _EARLYOUTPOLYLIST_H_ +#include "collision/earlyOutPolyList.h" +#endif +#ifndef _MPOLYHEDRON_H_ +#include "math/mPolyhedron.h" +#endif +#ifndef _TRIGGER_H_ +#include "T3D/trigger.h" +#endif + +class Convex; +class PhysicsBody; +class TriggerPolyhedronType; + +class CollisionTrigger : public GameBase +{ + typedef GameBase Parent; + + /// CollisionTrigger polyhedron with *outward* facing normals and CCW ordered + /// vertices. + Polyhedron mCollisionTriggerPolyhedron; + + EarlyOutPolyList mClippedList; + Vector mObjects; + + PhysicsBody *mPhysicsRep; + + U32 mLastThink; + U32 mCurrTick; + Convex *mConvexList; + + String mEnterCommand; + String mLeaveCommand; + String mTickCommand; + + enum CollisionTriggerUpdateBits + { + TransformMask = Parent::NextFreeMask << 0, + PolyMask = Parent::NextFreeMask << 1, + EnterCmdMask = Parent::NextFreeMask << 2, + LeaveCmdMask = Parent::NextFreeMask << 3, + TickCmdMask = Parent::NextFreeMask << 4, + NextFreeMask = Parent::NextFreeMask << 5, + }; + + static const U32 CMD_SIZE = 1024; + +protected: + + static bool smRenderCollisionTriggers; + bool testObject(GameBase* enter); + void processTick(const Move *move); + + void buildConvex(const Box3F& box, Convex* convex); + + static bool setEnterCmd(void *object, const char *index, const char *data); + static bool setLeaveCmd(void *object, const char *index, const char *data); + static bool setTickCmd(void *object, const char *index, const char *data); + +public: + CollisionTrigger(); + ~CollisionTrigger(); + + // SimObject + DECLARE_CONOBJECT(CollisionTrigger); + + DECLARE_CALLBACK(void, onAdd, (U32 objectId)); + DECLARE_CALLBACK(void, onRemove, (U32 objectId)); + + static void consoleInit(); + static void initPersistFields(); + bool onAdd(); + void onRemove(); + void onDeleteNotify(SimObject*); + void inspectPostApply(); + + // NetObject + U32 packUpdate(NetConnection *conn, U32 mask, BitStream* stream); + void unpackUpdate(NetConnection *conn, BitStream* stream); + + // SceneObject + void setTransform(const MatrixF &mat); + void prepRenderImage(SceneRenderState* state); + + // GameBase + bool onNewDataBlock(GameBaseData *dptr, bool reload); + + // CollisionTrigger + void setTriggerPolyhedron(const Polyhedron&); + + void potentialEnterObject(GameBase*); + U32 getNumCollisionTriggeringObjects() const; + GameBase* getObject(const U32); + const Vector& getObjects() const { return mObjects; } + + void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat); + + bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); +}; + +inline U32 CollisionTrigger::getNumCollisionTriggeringObjects() const +{ + return mObjects.size(); +} + +inline GameBase* CollisionTrigger::getObject(const U32 index) +{ + AssertFatal(index < getNumCollisionTriggeringObjects(), "Error, out of range object index"); + + return mObjects[index]; +} + +#endif // _H_CollisionTrigger + diff --git a/Engine/source/T3D/components/Component.cpp b/Engine/source/T3D/components/Component.cpp new file mode 100644 index 000000000..0c4475b79 --- /dev/null +++ b/Engine/source/T3D/components/Component.cpp @@ -0,0 +1,638 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "platform/platform.h" +#include "console/simBase.h" +#include "console/consoleTypes.h" +#include "T3D/Components/Component.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "core/stream/bitStream.h" +#include "console/engineAPI.h" +#include "sim/netConnection.h" +#include "console/consoleInternal.h" + +#define DECLARE_NATIVE_COMPONENT( ComponentType ) \ + Component* staticComponentTemplate = new ComponentType; \ + Sim::gNativeComponentSet->addObject(staticComponentTemplate); + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// + +Component::Component() +{ + mFriendlyName = StringTable->lookup(""); + mFromResource = StringTable->lookup(""); + mComponentType = StringTable->lookup(""); + mComponentGroup = StringTable->lookup(""); + mNetworkType = StringTable->lookup(""); + mTemplateName = StringTable->lookup(""); + //mDependency = StringTable->lookup(""); + + mNetworked = false; + + + // [tom, 1/12/2007] We manage the memory for the description since it + // could be loaded from a file and thus massive. This is accomplished with + // protected fields, but since they still call Con::getData() the field + // needs to always be valid. This is pretty lame. + mDescription = new char[1]; + ((char *)mDescription)[0] = 0; + + mOwner = NULL; + + mCanSaveFieldDictionary = false; + + mNetFlags.set(Ghostable); +} + +Component::~Component() +{ + for (S32 i = 0; i < mFields.size(); ++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(Component); + +////////////////////////////////////////////////////////////////////////// + +void Component::initPersistFields() +{ + addGroup("Component"); + addField("componentType", TypeCaseString, Offset(mComponentType, Component), "The type of behavior.", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + addField("networkType", TypeCaseString, Offset(mNetworkType, Component), "The type of behavior.", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + addField("friendlyName", TypeCaseString, Offset(mFriendlyName, Component), "Human friendly name of this behavior", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + addProtectedField("description", TypeCaseString, Offset(mDescription, Component), &setDescription, &getDescription, + "The description of this behavior which can be set to a \"string\" or a fileName\n", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + + addField("networked", TypeBool, Offset(mNetworked, Component), "Is this behavior ghosted to clients?", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + + addProtectedField("Owner", TypeSimObjectPtr, Offset(mOwner, Component), &setOwner, &defaultProtectedGetFn, "", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + + //addField("hidden", TypeBool, Offset(mHidden, Component), "Flags if this behavior is shown in the editor or not", AbstractClassRep::FieldFlags::FIELD_HideInInspectors); + addProtectedField("enabled", TypeBool, Offset(mEnabled, Component), &_setEnabled, &defaultProtectedGetFn, ""); + endGroup("Component"); + + Parent::initPersistFields(); + + //clear out irrelevent fields + removeField("name"); + //removeField("internalName"); + removeField("parentGroup"); + //removeField("class"); + removeField("superClass"); + removeField("hidden"); + removeField("canSave"); + removeField("canSaveDynamicFields"); + removeField("persistentId"); +} + +bool Component::_setEnabled(void *object, const char *index, const char *data) +{ + Component *c = static_cast(object); + + c->mEnabled = dAtob(data); + c->setMaskBits(EnableMask); + + return true; +} + +////////////////////////////////////////////////////////////////////////// + +bool Component::setDescription(void *object, const char *index, const char *data) +{ + Component *bT = static_cast(object); + SAFE_DELETE_ARRAY(bT->mDescription); + bT->mDescription = bT->getDescriptionText(data); + + // We return false since we don't want the console to mess with the data + return false; +} + +const char * Component::getDescription(void* obj, const char* data) +{ + Component *object = static_cast(obj); + + return object->mDescription ? object->mDescription : ""; +} + +////////////////////////////////////////////////////////////////////////// +bool Component::onAdd() +{ + if (!Parent::onAdd()) + return false; + + setMaskBits(UpdateMask); + + return true; +} + +void Component::onRemove() +{ + onDataSet.removeAll(); + + if (mOwner) + { + //notify our removal to the owner, so we have no loose ends + mOwner->removeComponent(this, false); + } + + Parent::onRemove(); +} + +void Component::onComponentAdd() +{ + if (isServerObject()) + { + if (isMethod("onAdd")) + Con::executef(this, "onAdd"); + } + + mEnabled = true; +} + +void Component::onComponentRemove() +{ + mEnabled = false; + + if (isServerObject()) + { + if (isMethod("onRemove")) + Con::executef(this, "onRemove"); + } + + if (mOwner) + { + mOwner->onComponentAdded.remove(this, &Component::componentAddedToOwner); + mOwner->onComponentRemoved.remove(this, &Component::componentRemovedFromOwner); + mOwner->onTransformSet.remove(this, &Component::ownerTransformSet); + } + + mOwner = NULL; + setDataField("owner", NULL, ""); +} + +void Component::setOwner(Entity* owner) +{ + //first, catch if we have an existing owner, and we're changing from it + if (mOwner && mOwner != owner) + { + mOwner->onComponentAdded.remove(this, &Component::componentAddedToOwner); + mOwner->onComponentRemoved.remove(this, &Component::componentRemovedFromOwner); + mOwner->onTransformSet.remove(this, &Component::ownerTransformSet); + + mOwner->removeComponent(this, false); + } + + mOwner = owner; + + if (mOwner != NULL) + { + mOwner->onComponentAdded.notify(this, &Component::componentAddedToOwner); + mOwner->onComponentRemoved.notify(this, &Component::componentRemovedFromOwner); + mOwner->onTransformSet.notify(this, &Component::ownerTransformSet); + } + + if (isServerObject()) + setMaskBits(OwnerMask); +} + +void Component::componentAddedToOwner(Component *comp) +{ + return; +} + +void Component::componentRemovedFromOwner(Component *comp) +{ + return; +} + +void Component::ownerTransformSet(MatrixF *mat) +{ + return; +} + +U32 Component::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + if (mask & OwnerMask) + { + if (mOwner != NULL) + { + S32 ghostIndex = con->getGhostIndex(mOwner); + + if (ghostIndex == -1) + { + stream->writeFlag(false); + retMask |= OwnerMask; + } + else + { + stream->writeFlag(true); + stream->writeFlag(true); + stream->writeInt(ghostIndex, NetConnection::GhostIdBitSize); + } + } + else + { + stream->writeFlag(true); + stream->writeFlag(false); + } + } + else + stream->writeFlag(false); + + if (stream->writeFlag(mask & EnableMask)) + { + stream->writeFlag(mEnabled); + } + + return retMask; +} + +void Component::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if (stream->readFlag()) + { + if (stream->readFlag()) + { + //we have an owner object, so fetch it + S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize); + + Entity *e = dynamic_cast(con->resolveGhost(gIndex)); + if (e) + e->addComponent(this); + } + else + { + //it's being nulled out + setOwner(NULL); + } + } + + if (stream->readFlag()) + { + mEnabled = stream->readFlag(); + } +} + +void Component::packToStream(Stream &stream, U32 tabStop, S32 behaviorID, U32 flags /* = 0 */) +{ + char buffer[1024]; + + writeFields(stream, tabStop); + + // Write out the fields which the behavior template knows about + for (int i = 0; i < getComponentFieldCount(); i++) + { + ComponentField *field = getComponentField(i); + const char *objFieldValue = getDataField(field->mFieldName, NULL); + + // If the field holds the same value as the template's default value than it + // will get initialized by the template, and so it won't be included just + // to try to keep the object files looking as non-horrible as possible. + if (dStrcmp(field->mDefaultValue, objFieldValue) != 0) + { + dSprintf(buffer, sizeof(buffer), "%s = \"%s\";\n", field->mFieldName, (dStrlen(objFieldValue) > 0 ? objFieldValue : "0")); + + stream.writeTabs(tabStop); + stream.write(dStrlen(buffer), buffer); + } + } +} + +void Component::processTick() +{ + if (isServerObject() && mEnabled) + { + if (mOwner != NULL && isMethod("Update")) + Con::executef(this, "Update"); + } +} + +void Component::setDataField(StringTableEntry slotName, const char *array, const char *value) +{ + Parent::setDataField(slotName, array, value); + + onDataSet.trigger(this, slotName, value); +} + + +//catch any behavior field updates +void Component::onStaticModified(const char* slotName, const char* newValue) +{ + Parent::onStaticModified(slotName, newValue); + + //If we don't have an owner yet, then this is probably the initial setup, so we don't need the console callbacks yet. + if (!mOwner) + return; + + onDataSet.trigger(this, slotName, newValue); + + checkComponentFieldModified(slotName, newValue); +} + +void Component::onDynamicModified(const char* slotName, const char* newValue) +{ + Parent::onDynamicModified(slotName, newValue); + + //If we don't have an owner yet, then this is probably the initial setup, so we don't need the console callbacks yet. + if (!mOwner) + return; + + checkComponentFieldModified(slotName, newValue); +} + +void Component::checkComponentFieldModified(const char* slotName, const char* newValue) +{ + StringTableEntry slotNameEntry = StringTable->insert(slotName); + + //find if it's a behavior field + for (int i = 0; i < mFields.size(); i++) + { + ComponentField *field = getComponentField(i); + if (field->mFieldName == slotNameEntry) + { + //we have a match, do the script callback that we updated a field + if (isMethod("onInspectorUpdate")) + Con::executef(this, "onInspectorUpdate", slotName); + + return; + } + } +} +////////////////////////////////////////////////////////////////////////// + +////////////////////////////////////////////////////////////////////////// +void Component::addComponentField(const char *fieldName, const char *desc, const char *type, const char *defaultValue /* = NULL */, const char *userData /* = NULL */, /*const char* dependency /* = NULL *//*,*/ bool hidden /* = false */) +{ + StringTableEntry stFieldName = StringTable->insert(fieldName); + + for (S32 i = 0; i < mFields.size(); ++i) + { + if (mFields[i].mFieldName == stFieldName) + return; + } + + ComponentField field; + field.mFieldName = stFieldName; + + //find the field type + S32 fieldTypeMask = -1; + StringTableEntry fieldType = StringTable->insert(type); + + if (fieldType == StringTable->insert("TypeS32")) + fieldTypeMask = TypeS32; + else if (fieldType == StringTable->insert("TypeF32")) + fieldTypeMask = TypeF32; + else if (fieldType == StringTable->insert("TypePoint3F")) + fieldTypeMask = TypePoint3F; + else if (fieldType == StringTable->insert("TypeMaterialName")) + fieldTypeMask = TypeMaterialName; + else if (fieldType == StringTable->insert("TypeImageFilename")) + fieldTypeMask = TypeImageFilename; + else if (fieldType == StringTable->insert("TypeShapeFilename")) + fieldTypeMask = TypeShapeFilename; + else if (fieldType == StringTable->insert("TypeBool")) + fieldTypeMask = TypeBool; + else + fieldTypeMask = TypeString; + + field.mFieldType = fieldTypeMask; + + field.mUserData = StringTable->insert(userData ? userData : ""); + field.mDefaultValue = StringTable->insert(defaultValue ? defaultValue : ""); + field.mFieldDescription = getDescriptionText(desc); + + field.mGroup = mComponentGroup; + + field.mHidden = hidden; + + mFields.push_back(field); + + //Before we set this, we need to do a test to see if this field was already set, like from the mission file or a taml file + const char* curFieldData = getDataField(field.mFieldName, NULL); + + if (dStrIsEmpty(curFieldData)) + setDataField(field.mFieldName, NULL, field.mDefaultValue); +} + +ComponentField* Component::getComponentField(const char *fieldName) +{ + StringTableEntry stFieldName = StringTable->insert(fieldName); + + for (S32 i = 0; i < mFields.size(); ++i) + { + if (mFields[i].mFieldName == stFieldName) + return &mFields[i]; + } + + return NULL; +} + +////////////////////////////////////////////////////////////////////////// + +const char * Component::getDescriptionText(const char *desc) +{ + if (desc == NULL) + return NULL; + + char *newDesc; + + // [tom, 1/12/2007] If it isn't a file, just do it the easy way + if (!Platform::isFile(desc)) + { + newDesc = new char[dStrlen(desc) + 1]; + dStrcpy(newDesc, desc); + + return newDesc; + } + + FileStream str; + str.open(desc, Torque::FS::File::Read); + + Stream *stream = &str; + if (stream == NULL){ + str.close(); + return NULL; + } + + U32 size = stream->getStreamSize(); + if (size > 0) + { + newDesc = new char[size + 1]; + if (stream->read(size, (void *)newDesc)) + newDesc[size] = 0; + else + { + SAFE_DELETE_ARRAY(newDesc); + } + } + + str.close(); + delete stream; + + return newDesc; +} +////////////////////////////////////////////////////////////////////////// +void Component::beginFieldGroup(const char* groupName) +{ + if (dStrcmp(mComponentGroup, "")) + { + Con::errorf("Component: attempting to begin new field group with a group already begun!"); + return; + } + + mComponentGroup = StringTable->insert(groupName); +} + +void Component::endFieldGroup() +{ + mComponentGroup = StringTable->insert(""); +} + +void Component::addDependency(StringTableEntry name) +{ + mDependencies.push_back_unique(name); +} + +////////////////////////////////////////////////////////////////////////// +// Console Methods +////////////////////////////////////////////////////////////////////////// +ConsoleMethod(Component, beginGroup, void, 3, 3, "(groupName)\n" + "Starts the grouping for following fields being added to be grouped into\n" + "@param groupName The name of this group\n" + "@param desc The Description of this field\n" + "@param type The DataType for this field (default, int, float, Point2F, bool, enum, Object, keybind, color)\n" + "@param defaultValue The Default value for this field\n" + "@param userData An extra data field that can be used for custom data on a per-field basis
Usage for default types
" + "-enum: a TAB separated list of possible values
" + "-object: the T2D object type that are valid choices for the field. The object types observe inheritance, so if you have a t2dSceneObject field you will be able to choose t2dStaticSrpites, t2dAnimatedSprites, etc.\n" + "@return Nothing\n") +{ + object->beginFieldGroup(argv[2]); +} + +ConsoleMethod(Component, endGroup, void, 2, 2, "()\n" + "Ends the grouping for prior fields being added to be grouped into\n" + "@param groupName The name of this group\n" + "@param desc The Description of this field\n" + "@param type The DataType for this field (default, int, float, Point2F, bool, enum, Object, keybind, color)\n" + "@param defaultValue The Default value for this field\n" + "@param userData An extra data field that can be used for custom data on a per-field basis
Usage for default types
" + "-enum: a TAB separated list of possible values
" + "-object: the T2D object type that are valid choices for the field. The object types observe inheritance, so if you have a t2dSceneObject field you will be able to choose t2dStaticSrpites, t2dAnimatedSprites, etc.\n" + "@return Nothing\n") +{ + object->endFieldGroup(); +} + +DefineConsoleMethod(Component, addComponentField, void, (String fieldName, String fieldDesc, String fieldType, String defValue, String userData, bool hidden), + ("", "", "", "", "", false), + "Get the number of static fields on the object.\n" + "@return The number of static fields defined on the object.") +{ + object->addComponentField(fieldName, fieldDesc, fieldType, defValue, userData, hidden); +} + +ConsoleMethod(Component, getComponentFieldCount, S32, 2, 2, "() - Get the number of ComponentField's on this object\n" + "@return Returns the number of BehaviorFields as a nonnegative integer\n") +{ + return object->getComponentFieldCount(); +} + +// [tom, 1/12/2007] Field accessors split into multiple methods to allow space +// for long descriptions and type data. + +ConsoleMethod(Component, getComponentField, const char *, 3, 3, "(int index) - Gets a Tab-Delimited list of information about a ComponentField specified by Index\n" + "@param index The index of the behavior\n" + "@return FieldName, FieldType and FieldDefaultValue, each separated by a TAB character.\n") +{ + ComponentField *field = object->getComponentField(dAtoi(argv[2])); + if (field == NULL) + return ""; + + char *buf = Con::getReturnBuffer(1024); + dSprintf(buf, 1024, "%s\t%s\t%s\t%s", field->mFieldName, field->mFieldType, field->mDefaultValue, field->mGroup); + + return buf; +} + +ConsoleMethod(Component, setComponentield, const char *, 3, 3, "(int index) - Gets a Tab-Delimited list of information about a ComponentField specified by Index\n" + "@param index The index of the behavior\n" + "@return FieldName, FieldType and FieldDefaultValue, each separated by a TAB character.\n") +{ + ComponentField *field = object->getComponentField(dAtoi(argv[2])); + if (field == NULL) + return ""; + + char *buf = Con::getReturnBuffer(1024); + dSprintf(buf, 1024, "%s\t%s\t%s", field->mFieldName, field->mFieldType, field->mDefaultValue); + + return buf; +} + +ConsoleMethod(Component, getBehaviorFieldUserData, const char *, 3, 3, "(int index) - Gets the UserData associated with a field by index in the field list\n" + "@param index The index of the behavior\n" + "@return Returns a string representing the user data of this field\n") +{ + ComponentField *field = object->getComponentField(dAtoi(argv[2])); + if (field == NULL) + return ""; + + return field->mUserData; +} + +ConsoleMethod(Component, getComponentFieldDescription, const char *, 3, 3, "(int index) - Gets a field description by index\n" + "@param index The index of the behavior\n" + "@return Returns a string representing the description of this field\n") +{ + ComponentField *field = object->getComponentField(dAtoi(argv[2])); + if (field == NULL) + return ""; + + return field->mFieldDescription ? field->mFieldDescription : ""; +} + +ConsoleMethod(Component, addDependency, void, 3, 3, "(string behaviorName) - Gets a field description by index\n" + "@param index The index of the behavior\n" + "@return Returns a string representing the description of this field\n") +{ + object->addDependency(argv[2]); +} + +ConsoleMethod(Component, setDirty, void, 2, 2, "() - Gets a field description by index\n" + "@param index The index of the behavior\n" + "@return Returns a string representing the description of this field\n") +{ + object->setMaskBits(Component::OwnerMask); +} diff --git a/Engine/source/T3D/components/Component.h b/Engine/source/T3D/components/Component.h new file mode 100644 index 000000000..98eea53bc --- /dev/null +++ b/Engine/source/T3D/components/Component.h @@ -0,0 +1,197 @@ +//----------------------------------------------------------------------------- +// 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 COMPONENT_H +#define COMPONENT_H + +#ifndef _NETOBJECT_H_ +#include "sim/netObject.h" +#endif +#ifndef ENTITY_H +#include "T3D/Entity.h" +#endif +#ifndef CORE_INTERFACES_H +#include "T3D/Components/coreInterfaces.h" +#endif + +class Entity; + +struct ComponentField +{ + StringTableEntry mFieldName; + StringTableEntry mFieldDescription; + + S32 mFieldType; + StringTableEntry mUserData; + + StringTableEntry mDefaultValue; + + StringTableEntry mGroup; + + StringTableEntry mDependency; + + bool mHidden; +}; + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class Component : public NetObject, public UpdateInterface +{ + typedef NetObject Parent; + +protected: + StringTableEntry mFriendlyName; + StringTableEntry mDescription; + + StringTableEntry mFromResource; + StringTableEntry mComponentGroup; + StringTableEntry mComponentType; + StringTableEntry mNetworkType; + StringTableEntry mTemplateName; + + Vector mDependencies; + Vector mFields; + + bool mNetworked; + + U32 componentIdx; + + Entity* mOwner; + bool mHidden; + bool mEnabled; + +public: + Component(); + virtual ~Component(); + DECLARE_CONOBJECT(Component); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void packToStream(Stream &stream, U32 tabStop, S32 behaviorID, U32 flags = 0); + + //This is called when we are added to an entity + virtual void onComponentAdd(); + //This is called when we are removed from an entity + virtual void onComponentRemove(); + + //This is called when a different component is added to our owner entity + virtual void componentAddedToOwner(Component *comp); + //This is called when a different component is removed from our owner entity + virtual void componentRemovedFromOwner(Component *comp); + + virtual void ownerTransformSet(MatrixF *mat); + + void setOwner(Entity* pOwner); + inline Entity *getOwner() { return mOwner ? mOwner : NULL; } + static bool setOwner(void *object, const char *index, const char *data) { return true; } + + bool isEnabled() { return mEnabled; } + void setEnabled(bool toggle) { mEnabled = toggle; setMaskBits(EnableMask); } + + bool isActive() { return mEnabled && mOwner != NULL; } + + static bool _setEnabled(void *object, const char *index, const char *data); + + virtual void processTick(); + virtual void interpolateTick(F32 dt){} + virtual void advanceTime(F32 dt){} + + /// @name Adding Named Fields + /// @{ + + /// Adds a named field to a Component that can specify a description, data type, default value and userData + /// + /// @param fieldName The name of the Field + /// @param desc The Description of the Field + /// @param type The Type of field that this is, example 'Text' or 'Bool' + /// @param defaultValue The Default value of this field + /// @param userData An extra optional field that can be used for user data + void addComponentField(const char *fieldName, const char *desc, const char *type, const char *defaultValue = NULL, const char *userData = NULL, bool hidden = false); + + /// Returns the number of ComponentField's on this template + inline S32 getComponentFieldCount() { return mFields.size(); }; + + /// Gets a ComponentField by its index in the mFields vector + /// @param idx The index of the field in the mField vector + inline ComponentField *getComponentField(S32 idx) + { + if (idx < 0 || idx >= mFields.size()) + return NULL; + + return &mFields[idx]; + } + + ComponentField *getComponentField(const char* fieldName); + + const char* getComponentType() { return mComponentType; } + + const char *getDescriptionText(const char *desc); + + const char *getName() { return mTemplateName; } + + const char *getFriendlyName() { return mFriendlyName; } + + bool isNetworked() { return mNetworked; } + + void beginFieldGroup(const char* groupName); + void endFieldGroup(); + + void addDependency(StringTableEntry name); + /// @} + + /// @name Description + /// @{ + static bool setDescription(void *object, const char *index, const char *data); + static const char* getDescription(void* obj, const char* data); + + /// @Primary usage functions + /// @These are used by the various engine-based behaviors to integrate with the component classes + enum NetMaskBits + { + InitialUpdateMask = BIT(0), + OwnerMask = BIT(1), + UpdateMask = BIT(2), + EnableMask = BIT(3), + NextFreeMask = BIT(4) + }; + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + /// @} + + Signal< void(SimObject*, String, String) > onDataSet; + virtual void setDataField(StringTableEntry slotName, const char *array, const char *value); + + virtual void onStaticModified(const char* slotName, const char* newValue); ///< Called when a static field is modified. + virtual void onDynamicModified(const char* slotName, const char*newValue = NULL); ///< Called when a dynamic field is modified. + + /// This is what we actually use to check if the modified field is one of our behavior fields. If it is, we update and make the correct callbacks + void checkComponentFieldModified(const char* slotName, const char* newValue); + + virtual void checkDependencies(){} +}; + +#endif // COMPONENT_H diff --git a/Engine/source/T3D/components/Game/StateMachineComponent.cpp b/Engine/source/T3D/components/Game/StateMachineComponent.cpp new file mode 100644 index 000000000..68058af59 --- /dev/null +++ b/Engine/source/T3D/components/Game/StateMachineComponent.cpp @@ -0,0 +1,215 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/game/StateMachineComponent.h" + +#include "platform/platform.h" +#include "console/consoleTypes.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "ts/tsShapeInstance.h" +#include "core/stream/bitStream.h" +#include "gfx/gfxTransformSaver.h" +#include "console/engineAPI.h" +#include "lighting/lightQuery.h" + +IMPLEMENT_CALLBACK( StateMachineComponent, onStateChange, void, (), (), + "@brief Called when we collide with another object.\n\n" + "@param obj The ShapeBase object\n" + "@param collObj The object we collided with\n" + "@param vec Collision impact vector\n" + "@param len Length of the impact vector\n" ); + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// + +StateMachineComponent::StateMachineComponent() : Component() +{ + mFriendlyName = "State Machine"; + mComponentType = "Game"; + + mDescription = getDescriptionText("A generic state machine."); + + mStateMachineFile = ""; + + //doesn't need to be networked + mNetworked = false; + mNetFlags.clear(); +} + +StateMachineComponent::~StateMachineComponent() +{ + for(S32 i = 0;i < mFields.size();++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(StateMachineComponent); + +bool StateMachineComponent::onAdd() +{ + if(! Parent::onAdd()) + return false; + + // Register for the resource change signal. + ResourceManager::get().getChangedSignal().notify(this, &StateMachineComponent::_onResourceChanged); + + mStateMachine.onStateChanged.notify(this, &StateMachineComponent::onStateChanged); + + return true; +} + +void StateMachineComponent::onRemove() +{ + Parent::onRemove(); +} + +U32 StateMachineComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + return retMask; +} + +void StateMachineComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); +} + +//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior +void StateMachineComponent::onComponentAdd() +{ + Parent::onComponentAdd(); +} + +void StateMachineComponent::onComponentRemove() +{ + Parent::onComponentRemove(); +} + +void StateMachineComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addProtectedField("stateMachineFile", TypeFilename, Offset(mStateMachineFile, StateMachineComponent), + &_setSMFile, &defaultProtectedGetFn, "The sim time of when we started this state"); +} + +bool StateMachineComponent::_setSMFile(void *object, const char *index, const char *data) +{ + StateMachineComponent* smComp = static_cast(object); + if (smComp) + { + smComp->setStateMachineFile(data); + smComp->loadStateMachineFile(); + + return true; + } + + return false; +} + +void StateMachineComponent::_onResourceChanged(const Torque::Path &path) +{ + if (path != Torque::Path(mStateMachineFile)) + return; + + loadStateMachineFile(); +} + +void StateMachineComponent::loadStateMachineFile() +{ + if (!dStrIsEmpty(mStateMachineFile)) + { + mStateMachine.mStateMachineFile = mStateMachineFile; + mStateMachine.loadStateMachineFile(); + + //now that it's loaded, we need to parse the SM's fields and set them as script vars on ourselves + S32 smFieldCount = mStateMachine.getFieldsCount(); + + for (U32 i = 0; i < smFieldCount; i++) + { + StateMachine::StateField field = mStateMachine.getField(i); + + char buffer[128]; + + if (field.fieldType == StateMachine::StateField::BooleanType) + { + dSprintf(buffer, sizeof(buffer), "%b", field.triggerBoolVal); + setDataField(field.name, NULL, buffer); + } + else if (field.fieldType == StateMachine::StateField::NumberType) + { + dSprintf(buffer, sizeof(buffer), "%g", field.triggerNumVal); + setDataField(field.name, NULL, buffer); + } + else if (field.fieldType == StateMachine::StateField::StringType) + { + setDataField(field.name, NULL, field.triggerStringVal); + } + } + } +} + +void StateMachineComponent::processTick() +{ + if (!isServerObject() || !isActive()) + return; + + mStateMachine.update(); +} + +void StateMachineComponent::onDynamicModified( const char* slotName, const char* newValue ) +{ + Parent::onDynamicModified(slotName, newValue); + + StringTableEntry fieldName = StringTable->insert(slotName); + mStateMachine.checkTransitions(fieldName, newValue); +} + +void StateMachineComponent::onStaticModified( const char* slotName, const char* newValue ) +{ + Parent::onStaticModified(slotName, newValue); + + StringTableEntry fieldName = StringTable->insert(slotName); + mStateMachine.checkTransitions(fieldName, newValue); +} + +void StateMachineComponent::onStateChanged(StateMachine* sm, S32 stateIdx) +{ + //do a script callback, if we have one + //check if we have a function for that, and then also check if our owner does + StringTableEntry callbackName = mStateMachine.getCurrentState().callbackName; + + if (isMethod(callbackName)) + Con::executef(this, callbackName); + + if (mOwner->isMethod(callbackName)) + Con::executef(mOwner, callbackName); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Game/StateMachineComponent.h b/Engine/source/T3D/components/Game/StateMachineComponent.h new file mode 100644 index 000000000..00fc4c27e --- /dev/null +++ b/Engine/source/T3D/components/Game/StateMachineComponent.h @@ -0,0 +1,81 @@ +//----------------------------------------------------------------------------- +// 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 STATE_MACHINE_COMPONENT_H +#define STATE_MACHINE_COMPONENT_H + +#ifndef COMPONENT_H + #include "T3D/Components/Component.h" +#endif +#ifndef STATE_MACHINE_H +#include "T3D/components/Game/stateMachine.h" +#endif + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class StateMachineComponent : public Component +{ + typedef Component Parent; + +public: + StateMachine mStateMachine; + +protected: + StringTableEntry mStateMachineFile; + +public: + StateMachineComponent(); + virtual ~StateMachineComponent(); + DECLARE_CONOBJECT(StateMachineComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void onComponentAdd(); + virtual void onComponentRemove(); + + void _onResourceChanged(const Torque::Path &path); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + virtual void processTick(); + + virtual void onDynamicModified(const char* slotName, const char* newValue); + virtual void onStaticModified(const char* slotName, const char* newValue); + + virtual void loadStateMachineFile(); + + void setStateMachineFile(const char* fileName) { mStateMachineFile = StringTable->insert(fileName); } + + static bool _setSMFile(void *object, const char *index, const char *data); + + void onStateChanged(StateMachine* sm, S32 stateIdx); + + //Callbacks + DECLARE_CALLBACK(void, onStateChange, ()); +}; + +#endif \ No newline at end of file diff --git a/Engine/source/T3D/components/Game/stateMachine.cpp b/Engine/source/T3D/components/Game/stateMachine.cpp new file mode 100644 index 000000000..867e9cb19 --- /dev/null +++ b/Engine/source/T3D/components/Game/stateMachine.cpp @@ -0,0 +1,434 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/Game/stateMachine.h" + +StateMachine::StateMachine() +{ + mStateStartTime = -1; + mStateTime = 0; + + mStartingState = ""; + + mCurCreateState = NULL; +} + +StateMachine::~StateMachine() +{ +} + +void StateMachine::loadStateMachineFile() +{ + if (!mXMLReader) + { + SimXMLDocument *xmlrdr = new SimXMLDocument(); + xmlrdr->registerObject(); + + mXMLReader = xmlrdr; + } + + bool hasStartState = false; + + if (!dStrIsEmpty(mStateMachineFile)) + { + //use our xml reader to parse the file! + SimXMLDocument *reader = mXMLReader.getObject(); + if (!reader->loadFile(mStateMachineFile)) + Con::errorf("Could not load state machine file: &s", mStateMachineFile); + + if (!reader->pushFirstChildElement("StateMachine")) + return; + + //find our starting state + if (reader->pushFirstChildElement("StartingState")) + { + mStartingState = reader->getData(); + reader->popElement(); + hasStartState = true; + } + + readStates(); + } + + if (hasStartState) + mCurrentState = getStateByName(mStartingState); + + mStateStartTime = -1; + mStateTime = 0; +} + +void StateMachine::readStates() +{ + SimXMLDocument *reader = mXMLReader.getObject(); + + //iterate through our states now! + if (reader->pushFirstChildElement("State")) + { + //get our first state + State firstState; + + readStateName(&firstState, reader); + readStateScriptFunction(&firstState, reader); + + readTransitions(firstState); + + mStates.push_back(firstState); + + //now, iterate the siblings + while (reader->nextSiblingElement("State")) + { + State newState; + readStateName(&newState, reader); + readStateScriptFunction(&newState, reader); + + readTransitions(newState); + + mStates.push_back(newState); + } + } +} + +void StateMachine::readTransitions(State ¤tState) +{ + SimXMLDocument *reader = mXMLReader.getObject(); + + //iterate through our states now! + if (reader->pushFirstChildElement("Transition")) + { + //get our first state + StateTransition firstTransition; + + readTransitonTarget(&firstTransition, reader); + + readConditions(firstTransition); + + currentState.mTransitions.push_back(firstTransition); + + //now, iterate the siblings + while (reader->nextSiblingElement("Transition")) + { + StateTransition newTransition; + readTransitonTarget(&newTransition, reader); + + readConditions(newTransition); + + currentState.mTransitions.push_back(newTransition); + } + + reader->popElement(); + } +} + +void StateMachine::readConditions(StateTransition ¤tTransition) +{ + SimXMLDocument *reader = mXMLReader.getObject(); + + //iterate through our states now! + if (reader->pushFirstChildElement("Rule")) + { + //get our first state + StateTransition::Condition firstCondition; + StateField firstField; + bool fieldRead = false; + + readFieldName(&firstField, reader); + firstCondition.field = firstField; + + readFieldComparitor(&firstCondition, reader); + + readFieldValue(&firstCondition.field, reader); + + currentTransition.mTransitionRules.push_back(firstCondition); + + //now, iterate the siblings + while (reader->nextSiblingElement("Transition")) + { + StateTransition::Condition newCondition; + StateField newField; + + readFieldName(&newField, reader); + newCondition.field = newField; + + readFieldComparitor(&newCondition, reader); + + readFieldValue(&newCondition.field, reader); + + currentTransition.mTransitionRules.push_back(newCondition); + } + + reader->popElement(); + } +} + +S32 StateMachine::parseComparitor(const char* comparitorName) +{ + S32 targetType = -1; + + if (!dStrcmp("GreaterThan", comparitorName)) + targetType = StateMachine::StateTransition::Condition::GeaterThan; + else if (!dStrcmp("GreaterOrEqual", comparitorName)) + targetType = StateMachine::StateTransition::Condition::GreaterOrEqual; + else if (!dStrcmp("LessThan", comparitorName)) + targetType = StateMachine::StateTransition::Condition::LessThan; + else if (!dStrcmp("LessOrEqual", comparitorName)) + targetType = StateMachine::StateTransition::Condition::LessOrEqual; + else if (!dStrcmp("Equals", comparitorName)) + targetType = StateMachine::StateTransition::Condition::Equals; + else if (!dStrcmp("True", comparitorName)) + targetType = StateMachine::StateTransition::Condition::True; + else if (!dStrcmp("False", comparitorName)) + targetType = StateMachine::StateTransition::Condition::False; + else if (!dStrcmp("Negative", comparitorName)) + targetType = StateMachine::StateTransition::Condition::Negative; + else if (!dStrcmp("Positive", comparitorName)) + targetType = StateMachine::StateTransition::Condition::Positive; + else if (!dStrcmp("DoesNotEqual", comparitorName)) + targetType = StateMachine::StateTransition::Condition::DoesNotEqual; + + return targetType; +} + +void StateMachine::update() +{ + //we always check if there's a timout transition, as that's the most generic transition possible. + F32 curTime = Sim::getCurrentTime(); + + if (mStateStartTime == -1) + mStateStartTime = curTime; + + mStateTime = curTime - mStateStartTime; + + char buffer[64]; + dSprintf(buffer, sizeof(buffer), "%g", mStateTime); + + checkTransitions("stateTime", buffer); +} + +void StateMachine::checkTransitions(const char* slotName, const char* newValue) +{ + //because we use our current state's fields as dynamic fields on the instance + //we'll want to catch any fields being set so we can treat changes as transition triggers if + //any of the transitions on this state call for it + + //One example would be in order to implement burst fire on a weapon state machine. + //The behavior instance has a dynamic variable set up like: GunStateMachine.burstShotCount = 0; + + //We also have a transition in our fire state, as: GunStateMachine.addTransition("FireState", "burstShotCount", "DoneShooting", 3); + //What that does is for our fire state, we check the dynamicField burstShotCount if it's equal or greater than 3. If it is, we perform the transition. + + //As state fields are handled as dynamicFields for the instance, regular dynamicFields are processed as well as state fields. So we can use the regular + //dynamic fields for our transitions, to act as 'global' variables that are state-agnostic. Alternately, we can use state-specific fields, such as a transition + //like this: + //GunStateMachine.addTransition("IdleState", "Fidget", "Timeout", ">=", 5000); + + //That uses the the timeout field, which is reset each time the state changes, and so state-specific, to see if it's been 5 seconds. If it has been, we transition + //to our fidget state + + //so, lets check our current transitions + //now that we have the type, check our transitions! + for (U32 t = 0; t < mCurrentState.mTransitions.size(); t++) + { + //if (!dStrcmp(mCurrentState.mTransitions[t]., slotName)) + { + //found a transition looking for this variable, so do work + //first, figure out what data type thie field is + //S32 type = getVariableType(newValue); + + bool fail = false; + bool match = false; + S32 ruleCount = mCurrentState.mTransitions[t].mTransitionRules.size(); + + for (U32 r = 0; r < ruleCount; r++) + { + const char* fieldName = mCurrentState.mTransitions[t].mTransitionRules[r].field.name; + if (!dStrcmp(fieldName, slotName)) + { + match = true; + //now, check the value with the comparitor and see if we do the transition. + if (!passComparitorCheck(newValue, mCurrentState.mTransitions[t].mTransitionRules[r])) + { + fail = true; + break; + } + } + } + + //If we do have a transition rule for this field, and we didn't fail on the condition, go ahead and switch states + if (match && !fail) + { + setState(mCurrentState.mTransitions[t].mStateTarget); + + return; + } + } + } +} + +bool StateMachine::passComparitorCheck(const char* var, StateTransition::Condition transitionRule) +{ + F32 num = dAtof(var); + switch (transitionRule.field.fieldType) + { + case StateField::Type::VectorType: + switch (transitionRule.triggerComparitor) + { + case StateTransition::Condition::Equals: + case StateTransition::Condition::GeaterThan: + case StateTransition::Condition::GreaterOrEqual: + case StateTransition::Condition::LessThan: + case StateTransition::Condition::LessOrEqual: + case StateTransition::Condition::DoesNotEqual: + //do + break; + default: + return false; + }; + case StateField::Type::StringType: + switch (transitionRule.triggerComparitor) + { + case StateTransition::Condition::Equals: + if (!dStrcmp(var, transitionRule.field.triggerStringVal)) + return true; + else + return false; + case StateTransition::Condition::DoesNotEqual: + if (dStrcmp(var, transitionRule.field.triggerStringVal)) + return true; + else + return false; + default: + return false; + }; + case StateField::Type::BooleanType: + switch (transitionRule.triggerComparitor) + { + case StateTransition::Condition::TriggerValueTarget::True: + if (dAtob(var)) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::False: + if (dAtob(var)) + return false; + else + return true; + default: + return false; + }; + case StateField::Type::NumberType: + switch (transitionRule.triggerComparitor) + { + case StateTransition::Condition::TriggerValueTarget::Equals: + if (num == transitionRule.field.triggerNumVal) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::GeaterThan: + if (num > transitionRule.field.triggerNumVal) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::GreaterOrEqual: + if (num >= transitionRule.field.triggerNumVal) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::LessThan: + if (num < transitionRule.field.triggerNumVal) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::LessOrEqual: + if (num <= transitionRule.field.triggerNumVal) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::DoesNotEqual: + if (num != transitionRule.field.triggerNumVal) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::Positive: + if (num > 0) + return true; + else + return false; + case StateTransition::Condition::TriggerValueTarget::Negative: + if (num < 0) + return true; + else + return false; + default: + return false; + }; + default: + return false; + }; +} + +void StateMachine::setState(const char* stateName, bool clearFields) +{ + State oldState = mCurrentState; + StringTableEntry sName = StringTable->insert(stateName); + for (U32 i = 0; i < mStates.size(); i++) + { + //if(!dStrcmp(mStates[i]->stateName, stateName)) + if (!dStrcmp(mStates[i].stateName,sName)) + { + mCurrentState = mStates[i]; + mStateStartTime = Sim::getCurrentTime(); + + onStateChanged.trigger(this, i); + return; + } + } +} + +const char* StateMachine::getStateByIndex(S32 index) +{ + if (index >= 0 && mStates.size() > index) + return mStates[index].stateName; + else + return ""; +} + +StateMachine::State& StateMachine::getStateByName(const char* name) +{ + StringTableEntry stateName = StringTable->insert(name); + + for (U32 i = 0; i < mStates.size(); i++) + { + if (!dStrcmp(stateName, mStates[i].stateName)) + return mStates[i]; + } +} + +S32 StateMachine::findFieldByName(const char* name) +{ + for (U32 i = 0; i < mFields.size(); i++) + { + if (!dStrcmp(mFields[i].name, name)) + return i; + } + + return -1; +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Game/stateMachine.h b/Engine/source/T3D/components/Game/stateMachine.h new file mode 100644 index 000000000..8bf7b15fb --- /dev/null +++ b/Engine/source/T3D/components/Game/stateMachine.h @@ -0,0 +1,259 @@ +//----------------------------------------------------------------------------- +// 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 STATE_MACHINE_H +#define STATE_MACHINE_H + +#ifndef _SIMBASE_H_ +#include "console/simBase.h" +#endif +#ifndef _OBJECTTYPES_H_ +#include "T3D/objectTypes.h" +#endif +#ifndef _MMATH_H_ +#include "math/mMath.h" +#endif +#ifndef _XMLDOC_H_ +#include "console/SimXMLDocument.h" +#endif + +class StateMachine +{ +public: + struct StateField + { + StringTableEntry name; + + bool triggerBoolVal; + float triggerNumVal; + Point3F triggerVectorVal; + String triggerStringVal; + + enum Type + { + BooleanType = 0, + NumberType, + VectorType, + StringType + }fieldType; + }; + + struct UniqueReference + { + SimObject* referenceObj; + const char* referenceVar; + const char* uniqueName; + }; + + struct StateTransition + { + struct Condition + { + enum TriggerValueTarget + { + Equals = 0, + GeaterThan, + LessThan, + GreaterOrEqual, + LessOrEqual, + True, + False, + Positive, + Negative, + DoesNotEqual + }; + + StateField field; + + TriggerValueTarget triggerComparitor; + + UniqueReference *valUniqueRef; + }; + + StringTableEntry mName; + StringTableEntry mStateTarget; + Vector mTransitionRules; + }; + + struct State + { + Vector mTransitions; + + StringTableEntry stateName; + + StringTableEntry callbackName; + }; + + StringTableEntry mStateMachineFile; + +protected: + Vector mStates; + + Vector mFields; + + Vector mUniqueReferences; + + State mCurrentState; + + F32 mStateStartTime; + F32 mStateTime; + + StringTableEntry mStartingState; + + State *mCurCreateSuperState; + State *mCurCreateState; + + SimObjectPtr mXMLReader; + +public: + StateMachine(); + virtual ~StateMachine(); + + void update(); + + void loadStateMachineFile(); + void readStates(); + void readTransitions(State ¤tState); + void readConditions(StateTransition &newTransition); + + void setState(const char* stateName, bool clearFields = true); + + const char* getCurrentStateName() { return mCurrentState.stateName; } + State& getCurrentState() { + return mCurrentState; + } + + S32 getStateCount() { return mStates.size(); } + const char* getStateByIndex(S32 index); + State& getStateByName(const char* name); + + void checkTransitions(const char* slotName, const char* newValue); + + bool passComparitorCheck(const char* var, StateTransition::Condition transitionRule); + + S32 findFieldByName(const char* name); + + S32 getFieldsCount() { return mFields.size(); } + + StateField getField(U32 index) + { + if (index <= mFields.size()) + return mFields[index]; + } + + Signal< void(StateMachine*, S32 stateIdx) > StateMachine::onStateChanged; + + // + inline bool readStateName(State* state, SimXMLDocument* reader) + { + if (reader->pushFirstChildElement("Name")) + { + state->stateName = reader->getData(); + reader->popElement(); + + return true; + } + + return false; + } + inline bool readStateScriptFunction(State* state, SimXMLDocument* reader) + { + if (reader->pushFirstChildElement("ScriptFunction")) + { + state->callbackName = reader->getData(); + reader->popElement(); + + return true; + } + + return false; + } + inline bool readTransitonTarget(StateTransition* transition, SimXMLDocument* reader) + { + if (reader->pushFirstChildElement("StateTarget")) + { + transition->mStateTarget = reader->getData(); + reader->popElement(); + + return true; + } + + return false; + } + // + inline bool readFieldName(StateField* newField, SimXMLDocument* reader) + { + if (reader->pushFirstChildElement("FieldName")) + { + newField->name = reader->getData(); + reader->popElement(); + + return true; + } + + return false; + } + inline bool readFieldComparitor(StateTransition::Condition* condition, SimXMLDocument* reader) + { + if (reader->pushFirstChildElement("Comparitor")) + { + S32 compIdx = parseComparitor(reader->getData()); + condition->triggerComparitor = static_cast(compIdx); + reader->popElement(); + + return true; + } + + return false; + } + inline bool readFieldValue(StateField* field, SimXMLDocument* reader) + { + if (reader->pushFirstChildElement("NumValue")) + { + field->fieldType = StateField::NumberType; + field->triggerNumVal = dAtof(reader->getData()); + reader->popElement(); + return true; + } + else if (reader->pushFirstChildElement("StringValue")) + { + field->fieldType = StateField::StringType; + field->triggerStringVal = reader->getData(); + reader->popElement(); + return true; + } + else if (reader->pushFirstChildElement("BoolValue")) + { + field->fieldType = StateField::BooleanType; + field->triggerBoolVal = dAtob(reader->getData()); + reader->popElement(); + return true; + } + + return false; + } + +private: + S32 parseComparitor(const char* comparitorName); +}; + +#endif \ No newline at end of file diff --git a/Engine/source/T3D/components/Game/triggerComponent.cpp b/Engine/source/T3D/components/Game/triggerComponent.cpp new file mode 100644 index 000000000..df61859ce --- /dev/null +++ b/Engine/source/T3D/components/Game/triggerComponent.cpp @@ -0,0 +1,358 @@ +//----------------------------------------------------------------------------- +// Torque Game Engine +// Copyright (C) GarageGames.com, Inc. +//----------------------------------------------------------------------------- +#include "console/consoleTypes.h" +#include "T3D/Components/game/TriggerComponent.h" +#include "core/util/safeDelete.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "core/stream/bitStream.h" +#include "console/engineAPI.h" +#include "sim/netConnection.h" +#include "T3D/gameBase/gameConnection.h" +#include "T3D/Components/coreInterfaces.h" +#include "math/mathUtils.h" +#include "collision/concretePolyList.h" +#include "collision/clippedPolyList.h" + +#include "gfx/sim/debugDraw.h" + +IMPLEMENT_CALLBACK( TriggerComponent, onEnterViewCmd, void, + ( Entity* cameraEnt, bool firstTimeSeeing ), ( cameraEnt, firstTimeSeeing ), + "@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n" + + "@param trigger the Trigger instance whose volume the object entered\n" + "@param obj the object that entered the volume of the Trigger instance\n" ); + +IMPLEMENT_CALLBACK( TriggerComponent, onExitViewCmd, void, + ( Entity* cameraEnt ), ( cameraEnt ), + "@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n" + + "@param trigger the Trigger instance whose volume the object entered\n" + "@param obj the object that entered the volume of the Trigger instance\n" ); + +IMPLEMENT_CALLBACK( TriggerComponent, onUpdateInViewCmd, void, + ( Entity* cameraEnt ), ( cameraEnt ), + "@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n" + + "@param trigger the Trigger instance whose volume the object entered\n" + "@param obj the object that entered the volume of the Trigger instance\n" ); + +IMPLEMENT_CALLBACK( TriggerComponent, onUpdateOutOfViewCmd, void, + ( Entity* cameraEnt ), ( cameraEnt ), + "@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n" + + "@param trigger the Trigger instance whose volume the object entered\n" + "@param obj the object that entered the volume of the Trigger instance\n" ); + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// + +TriggerComponent::TriggerComponent() : Component() +{ + mObjectList.clear(); + + mVisible = false; + + mFriendlyName = "Trigger"; + mComponentType = "Trigger"; + + mDescription = getDescriptionText("Calls trigger events when a client starts and stops seeing it. Also ticks while visible to clients."); +} + +TriggerComponent::~TriggerComponent() +{ + for(S32 i = 0;i < mFields.size();++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(TriggerComponent); + + +bool TriggerComponent::onAdd() +{ + if(! Parent::onAdd()) + return false; + + return true; +} + +void TriggerComponent::onRemove() +{ + Parent::onRemove(); +} + +//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior +void TriggerComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + CollisionInterface *colInt = mOwner->getComponent(); + + if(colInt) + { + colInt->onCollisionSignal.notify(this, &TriggerComponent::potentialEnterObject); + } +} + +void TriggerComponent::onComponentRemove() +{ + CollisionInterface *colInt = mOwner->getComponent(); + + if(colInt) + { + colInt->onCollisionSignal.remove(this, &TriggerComponent::potentialEnterObject); + } + + Parent::onComponentRemove(); +} + +void TriggerComponent::componentAddedToOwner(Component *comp) +{ + if (comp->getId() == getId()) + return; + + CollisionInterface *colInt = mOwner->getComponent(); + + if (colInt) + { + colInt->onCollisionSignal.notify(this, &TriggerComponent::potentialEnterObject); + } +} + +void TriggerComponent::componentRemovedFromOwner(Component *comp) +{ + if (comp->getId() == getId()) //????????? + return; + + CollisionInterface *colInt = mOwner->getComponent(); + + if (colInt) + { + colInt->onCollisionSignal.remove(this, &TriggerComponent::potentialEnterObject); + } +} + +void TriggerComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addField("visibile", TypeBool, Offset( mVisible, TriggerComponent ), "" ); + + addField("onEnterViewCmd", TypeCommand, Offset(mEnterCommand, TriggerComponent), ""); + addField("onExitViewCmd", TypeCommand, Offset(mOnExitCommand, TriggerComponent), ""); + addField("onUpdateInViewCmd", TypeCommand, Offset(mOnUpdateInViewCmd, TriggerComponent), ""); +} + +U32 TriggerComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + return retMask; +} + +void TriggerComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); +} + +void TriggerComponent::potentialEnterObject(SceneObject *collider) +{ + if(testObject(collider)) + { + bool found = false; + for(U32 i=0; i < mObjectList.size(); i++) + { + if(mObjectList[i]->getId() == collider->getId()) + { + found = true; + break; + } + } + + if (!found) + { + mObjectList.push_back(collider); + + if (!mEnterCommand.isEmpty()) + { + String command = String("%obj = ") + collider->getIdString() + ";" + + String("%this = ") + getIdString() + ";" + mEnterCommand; + Con::evaluate(command.c_str()); + } + + //onEnterTrigger_callback(this, enter); + } + } +} + +bool TriggerComponent::testObject(SceneObject* enter) +{ + //First, test to early out + Box3F enterBox = enter->getWorldBox(); + + //if(!mOwner->getWorldBox().intersect(enterBox) || !) + // return false; + + //We're still here, so we should do actual work + //We're going to be + ConcretePolyList mClippedList; + + SphereF sphere; + sphere.center = (mOwner->getWorldBox().minExtents + mOwner->getWorldBox().maxExtents) * 0.5; + VectorF bv = mOwner->getWorldBox().maxExtents - sphere.center; + sphere.radius = bv.len(); + + Entity* enterEntity = dynamic_cast(enter); + if(enterEntity) + { + //quick early out. If the bounds don't overlap, it cannot be colliding or inside + if (!mOwner->getWorldBox().isOverlapped(enterBox)) + return false; + + //check if the entity has a collision shape + CollisionInterface *cI = enterEntity->getComponent(); + if (cI) + { + cI->buildPolyList(PLC_Collision, &mClippedList, mOwner->getWorldBox(), sphere); + + if (!mClippedList.isEmpty()) + { + //well, it's clipped with, or inside, our bounds + //now to test the clipped list against our own collision mesh + CollisionInterface *myCI = mOwner->getComponent(); + + //wait, how would we NOT have this? + if (myCI) + { + //anywho, build our list and then we'll check intersections + ClippedPolyList myList; + + myList.setTransform(&(mOwner->getTransform()), mOwner->getScale()); + myList.setObject(mOwner); + + myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere); + + bool test = true; + } + } + } + } + + return mClippedList.isEmpty() == false; +} + +void TriggerComponent::processTick() +{ + Parent::processTick(); + + if (!isActive()) + return; + + //get our list of active clients, and see if they have cameras, if they do, build a frustum and see if we exist inside that + mVisible = false; + if(isServerObject()) + { + for(U32 i=0; i < mObjectList.size(); i++) + { + if(!testObject(mObjectList[i])) + { + if (!mOnExitCommand.isEmpty()) + { + String command = String("%obj = ") + mObjectList[i]->getIdString() + ";" + + String("%this = ") + getIdString() + ";" + mOnExitCommand; + Con::evaluate(command.c_str()); + } + + mObjectList.erase(i); + //mDataBlock->onLeaveTrigger_callback( this, remove ); + //onLeaveTrigger_callback(this, remove); + } + } + + /*if (!mTickCommand.isEmpty()) + Con::evaluate(mTickCommand.c_str()); + + if (mObjects.size() != 0) + onTickTrigger_callback(this);*/ + } +} + +void TriggerComponent::visualizeFrustums(F32 renderTimeMS) +{ + +} + +GameConnection* TriggerComponent::getConnection(S32 connectionID) +{ + for(NetConnection *conn = NetConnection::getConnectionList(); conn; conn = conn->getNext()) + { + GameConnection* gameConn = dynamic_cast(conn); + + if (!gameConn || (gameConn && gameConn->isAIControlled())) + continue; + + if(connectionID == gameConn->getId()) + return gameConn; + } + + return NULL; +} + +void TriggerComponent::addClient(S32 clientID) +{ + +} + +void TriggerComponent::removeClient(S32 clientID) +{ + +} + +DefineEngineMethod( TriggerComponent, addClient, void, + ( S32 clientID ), ( -1 ), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)" ) +{ + if(clientID == -1) + return; + + object->addClient( clientID ); +} + +DefineEngineMethod( TriggerComponent, removeClient, void, + ( S32 clientID ), ( -1 ), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)" ) +{ + if(clientID == -1) + return; + + object->removeClient( clientID ); +} + +DefineEngineMethod( TriggerComponent, visualizeFrustums, void, + (F32 renderTime), (1000), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)" ) +{ + object->visualizeFrustums(renderTime); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Game/triggerComponent.h b/Engine/source/T3D/components/Game/triggerComponent.h new file mode 100644 index 000000000..3b790f27e --- /dev/null +++ b/Engine/source/T3D/components/Game/triggerComponent.h @@ -0,0 +1,74 @@ +//----------------------------------------------------------------------------- +// Torque Game Engine +// Copyright (C) GarageGames.com, Inc. +//----------------------------------------------------------------------------- +#ifndef _TRIGGER_COMPONENT_H_ +#define _TRIGGER_COMPONENT_H_ + +#ifndef _COMPONENT_H_ +#include "T3D/Components/Component.h" +#endif + +#ifndef _ENTITY_H_ +#include "T3D/Entity.h" +#endif + +#ifndef _COLLISION_INTERFACES_H_ +#include "T3D/Components/collision/collisionInterfaces.h" +#endif + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class TriggerComponent : public Component +{ + typedef Component Parent; + +protected: + Vector mObjectList; + + bool mVisible; + + String mEnterCommand; + String mOnExitCommand; + String mOnUpdateInViewCmd; + +public: + TriggerComponent(); + virtual ~TriggerComponent(); + DECLARE_CONOBJECT(TriggerComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void onComponentAdd(); + virtual void onComponentRemove(); + + virtual void componentAddedToOwner(Component *comp); + virtual void componentRemovedFromOwner(Component *comp); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + void potentialEnterObject(SceneObject *collider); + + bool testObject(SceneObject* enter); + + virtual void processTick(); + + GameConnection* getConnection(S32 connectionID); + + void addClient(S32 clientID); + void removeClient(S32 clientID); + + void visualizeFrustums(F32 renderTimeMS); + + DECLARE_CALLBACK(void, onEnterViewCmd, (Entity* cameraEnt, bool firstTimeSeeing)); + DECLARE_CALLBACK(void, onExitViewCmd, (Entity* cameraEnt)); + DECLARE_CALLBACK(void, onUpdateInViewCmd, (Entity* cameraEnt)); + DECLARE_CALLBACK(void, onUpdateOutOfViewCmd, (Entity* cameraEnt)); +}; + +#endif // _EXAMPLEBEHAVIOR_H_ diff --git a/Engine/source/T3D/components/Physics/physicsBehavior.cpp b/Engine/source/T3D/components/Physics/physicsBehavior.cpp new file mode 100644 index 000000000..3737abc56 --- /dev/null +++ b/Engine/source/T3D/components/Physics/physicsBehavior.cpp @@ -0,0 +1,368 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/Physics/physicsBehavior.h" +#include "platform/platform.h" +#include "console/consoleTypes.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "ts/tsShapeInstance.h" +#include "core/stream/bitStream.h" +#include "gfx/gfxTransformSaver.h" +#include "console/engineAPI.h" +#include "lighting/lightQuery.h" +#include "T3D/gameBase/gameConnection.h" +#include "T3D/containerQuery.h" +#include "math/mathIO.h" + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// +PhysicsComponent::PhysicsComponent() : Component() +{ + addComponentField("isStatic", "If enabled, object will not simulate physics", "bool", "0", ""); + addComponentField("gravity", "The direction of gravity affecting this object, as a vector", "vector", "0 0 -9", ""); + addComponentField("drag", "The drag coefficient that constantly affects the object", "float", "0.7", ""); + addComponentField("mass", "The mass of the object", "float", "1", ""); + + mStatic = false; + mAtRest = false; + mAtRestCounter = 0; + + mGravity = VectorF(0, 0, 0); + mVelocity = VectorF(0, 0, 0); + mDrag = 0.7f; + mMass = 1.f; + + mGravityMod = 1.f; + + csmAtRestTimer = 64; + sAtRestVelocity = 0.15f; + + mDelta.pos = Point3F(0, 0, 0); + mDelta.posVec = Point3F(0, 0, 0); + mDelta.warpTicks = mDelta.warpCount = 0; + mDelta.dt = 1; + mDelta.move = NullMove; + mPredictionCount = 0; +} + +PhysicsComponent::~PhysicsComponent() +{ + for(S32 i = 0;i < mFields.size();++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(PhysicsComponent); + +void PhysicsComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + // Initialize interpolation vars. + mDelta.rot[1] = mDelta.rot[0] = QuatF(mOwner->getTransform()); + mDelta.pos = mOwner->getPosition(); + mDelta.posVec = Point3F(0,0,0); +} + +void PhysicsComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addField("gravity", TypePoint3F, Offset(mGravity, PhysicsComponent)); + addField("velocity", TypePoint3F, Offset(mVelocity, PhysicsComponent)); + addField("isStatic", TypeBool, Offset(mStatic, PhysicsComponent)); +} + +U32 PhysicsComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + if(stream->writeFlag(mask & VelocityMask)) + mathWrite( *stream, mVelocity ); + + if(stream->writeFlag(mask & UpdateMask)) + { + stream->writeFlag(mStatic); + stream->writeFlag(mAtRest); + stream->writeInt(mAtRestCounter,8); + + mathWrite( *stream, mGravity ); + + stream->writeFloat(mDrag, 12); + //stream->writeFloat(mMass, 12); + + stream->writeFloat(mGravityMod, 12); + } + return retMask; +} + +void PhysicsComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if(stream->readFlag()) + mathRead( *stream, &mVelocity ); + + if(stream->readFlag()) + { + mStatic = stream->readFlag(); + mAtRest = stream->readFlag(); + mAtRestCounter = stream->readInt(8); + + mathRead( *stream, &mGravity ); + + mDrag = stream->readFloat(12); + //mMass = stream->readFloat(12); + + mGravityMod = stream->readFloat(12); + } +} + +// +void PhysicsComponent::interpolateTick(F32 dt) +{ + Point3F pos = mDelta.pos + mDelta.posVec * dt; + //Point3F rot = mDelta.rot + mDelta.rotVec * dt; + + setRenderPosition(pos,dt); +} + +// +void PhysicsComponent::updateContainer() +{ + PROFILE_SCOPE( PhysicsBehaviorInstance_updateContainer ); + + // Update container drag and buoyancy properties + + // Set default values. + //mDrag = mDataBlock->drag; + //mBuoyancy = 0.0f; + //mGravityMod = 1.0; + //mAppliedForce.set(0,0,0); + + ContainerQueryInfo info; + info.box = mOwner->getWorldBox(); + info.mass = mMass; + + mOwner->getContainer()->findObjects(info.box, WaterObjectType|PhysicalZoneObjectType,findRouter,&info); + + //mWaterCoverage = info.waterCoverage; + //mLiquidType = info.liquidType; + //mLiquidHeight = info.waterHeight; + //setCurrentWaterObject( info.waterObject ); + + // This value might be useful as a datablock value, + // This is what allows the player to stand in shallow water (below this coverage) + // without jiggling from buoyancy + if (info.waterCoverage >= 0.25f) + { + // water viscosity is used as drag for in water. + // ShapeBaseData drag is used for drag outside of water. + // Combine these two components to calculate this ShapeBase object's + // current drag. + mDrag = ( info.waterCoverage * info.waterViscosity ) + + ( 1.0f - info.waterCoverage ) * mDrag; + //mBuoyancy = (info.waterDensity / mDataBlock->density) * info.waterCoverage; + } + + //mAppliedForce = info.appliedForce; + mGravityMod = info.gravityScale; +} +// +void PhysicsComponent::_updatePhysics() +{ + /*SAFE_DELETE( mOwner->mPhysicsRep ); + + if ( !PHYSICSMGR ) + return; + + if (mDataBlock->simpleServerCollision) + { + // We only need the trigger on the server. + if ( isServerObject() ) + { + PhysicsCollision *colShape = PHYSICSMGR->createCollision(); + colShape->addBox( mObjBox.getExtents() * 0.5f, MatrixF::Identity ); + + PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" ); + mPhysicsRep = PHYSICSMGR->createBody(); + mPhysicsRep->init( colShape, 0, PhysicsBody::BF_TRIGGER | PhysicsBody::BF_KINEMATIC, this, world ); + mPhysicsRep->setTransform( getTransform() ); + } + } + else + { + if ( !mShapeInstance ) + return; + + PhysicsCollision* colShape = mShapeInstance->getShape()->buildColShape( false, getScale() ); + + if ( colShape ) + { + PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" ); + mPhysicsRep = PHYSICSMGR->createBody(); + mPhysicsRep->init( colShape, 0, PhysicsBody::BF_KINEMATIC, this, world ); + mPhysicsRep->setTransform( getTransform() ); + } + }*/ + return; +} + +PhysicsBody *PhysicsComponent::getPhysicsRep() +{ + /*if(mOwner) + { + Entity* ac = dynamic_cast(mOwner); + if(ac) + return ac->mPhysicsRep; + }*/ + return NULL; +} +// +void PhysicsComponent::setTransform(const MatrixF& mat) +{ + mOwner->setTransform(mat); + + if (!mStatic) + { + mAtRest = false; + mAtRestCounter = 0; + } + + if ( getPhysicsRep() ) + getPhysicsRep()->setTransform( mOwner->getTransform() ); + + setMaskBits(UpdateMask); +} + +void PhysicsComponent::setPosition(const Point3F& pos) +{ + MatrixF mat = mOwner->getTransform(); + if (mOwner->isMounted()) { + // Use transform from mounted object + //mOwner->getObjectMount()->getMountTransform( mOwner->getMountNode(), mMount.xfm, &mat ); + return; + } + else { + mat.setColumn(3,pos); + } + + mOwner->setTransform(mat); + + if ( getPhysicsRep() ) + getPhysicsRep()->setTransform( mat ); +} + + +void PhysicsComponent::setRenderPosition(const Point3F& pos, F32 dt) +{ + MatrixF mat = mOwner->getRenderTransform(); + if (mOwner->isMounted()) { + // Use transform from mounted object + //mOwner->getObjectMount()->getMountRenderTransform( dt, mOwner->getMountNode(), mMount.xfm, &mat ); + return; + } + else { + mat.setColumn(3,pos); + } + + mOwner->setRenderTransform(mat); +} + +void PhysicsComponent::updateVelocity(const F32 dt) +{ +} + +void PhysicsComponent::setVelocity(const VectorF& vel) +{ + mVelocity = vel; + + mAtRest = false; + mAtRestCounter = 0; + setMaskBits(VelocityMask); +} + +void PhysicsComponent::getVelocity(const Point3F& r, Point3F* v) +{ + *v = mVelocity; +} + +void PhysicsComponent::getOriginVector(const Point3F &p,Point3F* r) +{ + *r = p - mOwner->getObjBox().getCenter(); +} + +F32 PhysicsComponent::getZeroImpulse(const Point3F& r,const Point3F& normal) +{ + Point3F a,b,c; + + //set up our inverse matrix + MatrixF iv,qmat; + MatrixF inverse = MatrixF::Identity; + qmat = mOwner->getTransform(); + iv.mul(qmat,inverse); + qmat.transpose(); + inverse.mul(iv,qmat); + + mCross(r, normal, &a); + inverse.mulV(a, &b); + mCross(b, r, &c); + + return 1 / ((1/mMass) + mDot(c, normal)); +} + +void PhysicsComponent::accumulateForce(F32 dt, Point3F force) +{ + mVelocity += force * dt; +} + +void PhysicsComponent::applyImpulse(const Point3F&,const VectorF& vec) +{ + // Items ignore angular velocity + VectorF vel; + vel.x = vec.x / mMass; + vel.y = vec.y / mMass; + vel.z = vec.z / mMass; + setVelocity(mVelocity + vel); +} + +DefineEngineMethod( PhysicsComponent, applyImpulse, bool, ( Point3F pos, VectorF vel ),, + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + object->applyImpulse(pos,vel); + return true; +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Physics/physicsBehavior.h b/Engine/source/T3D/components/Physics/physicsBehavior.h new file mode 100644 index 000000000..707fc15e5 --- /dev/null +++ b/Engine/source/T3D/components/Physics/physicsBehavior.h @@ -0,0 +1,135 @@ +//----------------------------------------------------------------------------- +// Torque Game Engine +// Copyright (C) GarageGames.com, Inc. +//----------------------------------------------------------------------------- + +#ifndef _PHYSICSBEHAVIOR_H_ +#define _PHYSICSBEHAVIOR_H_ +#include "T3D/Components/Component.h" + +#ifndef __RESOURCE_H__ +#include "core/resource.h" +#endif +#ifndef _TSSHAPE_H_ +#include "ts/tsShape.h" +#endif +#ifndef _SCENERENDERSTATE_H_ +#include "scene/sceneRenderState.h" +#endif +#ifndef _MBOX_H_ +#include "math/mBox.h" +#endif +#ifndef _ENTITY_H_ +#include "T3D/Entity.h" +#endif +#ifndef _CONVEX_H_ +#include "collision/convex.h" +#endif +#ifndef _BOXCONVEX_H_ +#include "collision/boxConvex.h" +#endif +#ifndef _RIGID_H_ +#include "T3D/rigid.h" +#endif +#ifndef _T3D_PHYSICS_PHYSICSBODY_H_ +#include "T3D/physics/physicsBody.h" +#endif + +#ifndef _RENDER_COMPONENT_INTERFACE_H_ +#include "T3D/Components/render/renderComponentInterface.h" +#endif + +class TSShapeInstance; +class SceneRenderState; +class PhysicsBody; +class PhysicsBehaviorInstance; +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class PhysicsComponent : public Component +{ + typedef Component Parent; + +protected: + bool mStatic; + bool mAtRest; + S32 mAtRestCounter; + + VectorF mGravity; + VectorF mVelocity; + F32 mDrag; + F32 mMass; + + F32 mGravityMod; + + S32 csmAtRestTimer; + F32 sAtRestVelocity; // Min speed after collisio + +public: + enum MaskBits { + PositionMask = Parent::NextFreeMask << 0, + FreezeMask = Parent::NextFreeMask << 1, + ForceMoveMask = Parent::NextFreeMask << 2, + VelocityMask = Parent::NextFreeMask << 3, + NextFreeMask = Parent::NextFreeMask << 4 + }; + + 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]; + }; + + StateDelta mDelta; + S32 mPredictionCount; ///< Number of ticks to predict + +public: + PhysicsComponent(); + virtual ~PhysicsComponent(); + DECLARE_CONOBJECT(PhysicsComponent); + + static void initPersistFields(); + + virtual void interpolateTick(F32 dt); + virtual void updatePos(const U32 /*mask*/, const F32 dt){} + virtual void _updatePhysics(); + virtual PhysicsBody *getPhysicsRep(); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + virtual void onComponentAdd(); + + void updateContainer(); + + virtual void updateVelocity(const F32 dt); + virtual Point3F getVelocity() { return mVelocity; } + virtual void getOriginVector(const Point3F &p, Point3F* r); + virtual void getVelocity(const Point3F& r, Point3F* v); + virtual void setVelocity(const VectorF& vel); + virtual void setTransform(const MatrixF& mat); + virtual void setPosition(const Point3F& pos); + void setRenderPosition(const Point3F& pos, F32 dt); + + virtual void applyImpulse(const Point3F&, const VectorF& vec); + virtual F32 getZeroImpulse(const Point3F& r, const Point3F& normal); + virtual void accumulateForce(F32 dt, Point3F force); + + //Rigid Body Collision Conveinence Hooks + virtual bool updateCollision(F32 dt, Rigid& ns, CollisionList &cList) { return false; } + virtual bool resolveContacts(Rigid& ns, CollisionList& cList, F32 dt) { return false; } + //virtual bool resolveCollision(Rigid& ns, CollisionList& cList) { return false; } + virtual bool resolveCollision(const Point3F& p, const Point3F &normal) { return false; } +}; + +#endif // _COMPONENT_H_ diff --git a/Engine/source/T3D/components/Physics/physicsComponentInterface.cpp b/Engine/source/T3D/components/Physics/physicsComponentInterface.cpp new file mode 100644 index 000000000..e69de29bb diff --git a/Engine/source/T3D/components/Physics/physicsComponentInterface.h b/Engine/source/T3D/components/Physics/physicsComponentInterface.h new file mode 100644 index 000000000..0f5234816 --- /dev/null +++ b/Engine/source/T3D/components/Physics/physicsComponentInterface.h @@ -0,0 +1,49 @@ +//----------------------------------------------------------------------------- +// 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 PHYSICS_COMPONENT_INTERFACE_H +#define PHYSICS_COMPONENT_INTERFACE_H + +#ifndef CORE_INTERFACES_H +#include "T3D/Components/coreInterfaces.h" +#endif + +class PhysicsComponentInterface : public Interface +{ +protected: + VectorF mVelocity; + F32 mMass; + + F32 mGravityMod; + +public: + void updateForces(); + + VectorF getVelocity() { return mVelocity; } + void setVelocity(VectorF vel) { mVelocity = vel; } + + F32 getMass() { return mMass; } + + Signal< void(VectorF normal, Vector overlappedObjects) > PhysicsComponentInterface::onPhysicsCollision; +}; + +#endif \ No newline at end of file diff --git a/Engine/source/T3D/components/Physics/playerControllerComponent.cpp b/Engine/source/T3D/components/Physics/playerControllerComponent.cpp new file mode 100644 index 000000000..bb5217659 --- /dev/null +++ b/Engine/source/T3D/components/Physics/playerControllerComponent.cpp @@ -0,0 +1,863 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/Physics/playerControllerComponent.h" +#include "platform/platform.h" +#include "console/consoleTypes.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "ts/tsShapeInstance.h" +#include "core/stream/bitStream.h" +#include "gfx/gfxTransformSaver.h" +#include "console/engineAPI.h" +#include "lighting/lightQuery.h" +#include "T3D/gameBase/gameConnection.h" +#include "collision/collision.h" +#include "T3D/physics/physicsPlayer.h" +#include "T3D/physics/physicsPlugin.h" +#include "T3D/Components/Collision/collisionInterfaces.h" +#include "T3D/trigger.h" +#include "T3D/components/collision/collisionTrigger.h" + +// Movement constants +static F32 sVerticalStepDot = 0.173f; // 80 +static F32 sMinFaceDistance = 0.01f; +static F32 sTractionDistance = 0.04f; +static F32 sNormalElasticity = 0.01f; +static U32 sMoveRetryCount = 5; +static F32 sMaxImpulseVelocity = 200.0f; + +////////////////////////////////////////////////////////////////////////// +// Callbacks +IMPLEMENT_CALLBACK(PlayerControllerComponent, updateMove, void, (PlayerControllerComponent* obj), (obj), + "Called when the player updates it's movement, only called if object is set to callback in script(doUpdateMove).\n" + "@param obj the Player object\n"); + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// +PlayerControllerComponent::PlayerControllerComponent() : Component() +{ + addComponentField("isStatic", "If enabled, object will not simulate physics", "bool", "0", ""); + addComponentField("gravity", "The direction of gravity affecting this object, as a vector", "vector", "0 0 -9", ""); + addComponentField("drag", "The drag coefficient that constantly affects the object", "float", "0.7", ""); + addComponentField("mass", "The mass of the object", "float", "1", ""); + + mBuoyancy = 0.f; + mFriction = 0.3f; + mElasticity = 0.4f; + mMaxVelocity = 3000.f; + mSticky = false; + + mFalling = false; + mSwimming = false; + mInWater = false; + + mDelta.pos = mDelta.posVec = Point3F::Zero; + mDelta.warpTicks = mDelta.warpCount = 0; + mDelta.rot[0].identity(); + mDelta.rot[1].identity(); + mDelta.dt = 1; + + mUseDirectMoveInput = false; + + mFriendlyName = "Player Controller"; + mComponentType = "Physics"; + + mDescription = getDescriptionText("A general-purpose physics player controller."); + + mNetFlags.set(Ghostable | ScopeAlways); + + mMass = 9.0f; // from ShapeBase + mDrag = 1.0f; // from ShapeBase + + maxStepHeight = 1.0f; + moveSurfaceAngle = 60.0f; + contactSurfaceAngle = 85.0f; + + fallingSpeedThreshold = -10.0f; + + horizMaxSpeed = 80.0f; + horizMaxAccel = 100.0f; + horizResistSpeed = 38.0f; + horizResistFactor = 1.0f; + + upMaxSpeed = 80.0f; + upMaxAccel = 100.0f; + upResistSpeed = 38.0f; + upResistFactor = 1.0f; + + // Air control + airControl = 0.0f; + + //Grav mod + mGravityMod = 1; + + mInputVelocity = Point3F(0, 0, 0); + + mPhysicsRep = NULL; + mPhysicsWorld = NULL; +} + +PlayerControllerComponent::~PlayerControllerComponent() +{ + for (S32 i = 0; i < mFields.size(); ++i) + { + ComponentField &field = mFields[i]; + SAFE_DELETE_ARRAY(field.mFieldDescription); + } + + SAFE_DELETE_ARRAY(mDescription); +} + +IMPLEMENT_CO_NETOBJECT_V1(PlayerControllerComponent); + +////////////////////////////////////////////////////////////////////////// + +bool PlayerControllerComponent::onAdd() +{ + if (!Parent::onAdd()) + return false; + + return true; +} + +void PlayerControllerComponent::onRemove() +{ + Parent::onRemove(); + + SAFE_DELETE(mPhysicsRep); +} + +void PlayerControllerComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + updatePhysics(); +} + +void PlayerControllerComponent::componentAddedToOwner(Component *comp) +{ + if (comp->getId() == getId()) + return; + + //test if this is a shape component! + CollisionInterface *collisionInterface = dynamic_cast(comp); + if (collisionInterface) + { + collisionInterface->onCollisionChanged.notify(this, &PlayerControllerComponent::updatePhysics); + mOwnerCollisionInterface = collisionInterface; + updatePhysics(); + } +} + +void PlayerControllerComponent::componentRemovedFromOwner(Component *comp) +{ + if (comp->getId() == getId()) //????????? + return; + + //test if this is a shape component! + CollisionInterface *collisionInterface = dynamic_cast(comp); + if (collisionInterface) + { + collisionInterface->onCollisionChanged.remove(this, &PlayerControllerComponent::updatePhysics); + mOwnerCollisionInterface = NULL; + updatePhysics(); + } +} + +void PlayerControllerComponent::updatePhysics(PhysicsCollision *collision) +{ + if (!PHYSICSMGR) + return; + + mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); + + //first, clear the old physRep + SAFE_DELETE(mPhysicsRep); + + mPhysicsRep = PHYSICSMGR->createPlayer(); + + F32 runSurfaceCos = mCos(mDegToRad(moveSurfaceAngle)); + + Point3F ownerBounds = mOwner->getObjBox().getExtents() * mOwner->getScale(); + + mPhysicsRep->init("", ownerBounds, runSurfaceCos, maxStepHeight, mOwner, mPhysicsWorld); + + mPhysicsRep->setTransform(mOwner->getTransform()); +} + +void PlayerControllerComponent::initPersistFields() +{ + Parent::initPersistFields(); + + addField("inputVelocity", TypePoint3F, Offset(mInputVelocity, PlayerControllerComponent), ""); + addField("useDirectMoveInput", TypePoint3F, Offset(mUseDirectMoveInput, PlayerControllerComponent), ""); +} + +U32 PlayerControllerComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + return retMask; +} + +void PlayerControllerComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); +} + +// +void PlayerControllerComponent::processTick() +{ + Parent::processTick(); + + if (!isServerObject() || !isActive()) + return; + + // Warp to catch up to server + if (mDelta.warpCount < mDelta.warpTicks) + { + mDelta.warpCount++; + + // Set new pos. + mDelta.pos = mOwner->getPosition(); + mDelta.pos += mDelta.warpOffset; + mDelta.rot[0] = mDelta.rot[1]; + mDelta.rot[1].interpolate(mDelta.warpRot[0], mDelta.warpRot[1], F32(mDelta.warpCount) / mDelta.warpTicks); + + MatrixF trans; + mDelta.rot[1].setMatrix(&trans); + trans.setPosition(mDelta.pos); + + mOwner->setTransform(trans); + + // Pos backstepping + mDelta.posVec.x = -mDelta.warpOffset.x; + mDelta.posVec.y = -mDelta.warpOffset.y; + mDelta.posVec.z = -mDelta.warpOffset.z; + } + else + { + // Save current rigid state interpolation + mDelta.posVec = mOwner->getPosition(); + mDelta.rot[0] = mOwner->getTransform(); + + updateMove(); + updatePos(TickSec); + + // Wrap up interpolation info + mDelta.pos = mOwner->getPosition(); + mDelta.posVec -= mOwner->getPosition(); + mDelta.rot[1] = mOwner->getTransform(); + + // Update container database + setTransform(mOwner->getTransform()); + + setMaskBits(VelocityMask); + setMaskBits(PositionMask); + } +} + +void PlayerControllerComponent::interpolateTick(F32 dt) +{ +} + +void PlayerControllerComponent::ownerTransformSet(MatrixF *mat) +{ + if (mPhysicsRep) + mPhysicsRep->setTransform(mOwner->getTransform()); +} + +void PlayerControllerComponent::setTransform(const MatrixF& mat) +{ + mOwner->setTransform(mat); + + setMaskBits(UpdateMask); +} + +// +void PlayerControllerComponent::updateMove() +{ + if (!PHYSICSMGR) + return; + + Move *move = &mOwner->lastMove; + + //If we're not set to use mUseDirectMoveInput, then we allow for an override in the form of mInputVelocity + if (!mUseDirectMoveInput) + { + move->x = mInputVelocity.x; + move->y = mInputVelocity.y; + move->z = mInputVelocity.z; + } + + // Is waterCoverage high enough to be 'swimming'? + { + bool swimming = mOwner->getContainerInfo().waterCoverage > 0.65f/* && canSwim()*/; + + if (swimming != mSwimming) + { + mSwimming = swimming; + } + } + + // Update current orientation + bool doStandardMove = true; + GameConnection* con = mOwner->getControllingClient(); + +#ifdef TORQUE_EXTENDED_MOVE + // Work with an absolute rotation from the ExtendedMove class? + if (con && con->getControlSchemeAbsoluteRotation()) + { + doStandardMove = false; + const ExtendedMove* emove = dynamic_cast(move); + U32 emoveIndex = smExtendedMoveHeadPosRotIndex; + if (emoveIndex >= ExtendedMove::MaxPositionsRotations) + emoveIndex = 0; + + if (emove->EulerBasedRotation[emoveIndex]) + { + // Head pitch + mHead.x += (emove->rotX[emoveIndex] - mLastAbsolutePitch); + + // Do we also include the relative yaw value? + if (con->getControlSchemeAddPitchToAbsRot()) + { + F32 x = move->pitch; + if (x > M_PI_F) + x -= M_2PI_F; + + mHead.x += x; + } + + // Constrain the range of mHead.x + while (mHead.x < -M_PI_F) + mHead.x += M_2PI_F; + while (mHead.x > M_PI_F) + mHead.x -= M_2PI_F; + + // Rotate (heading) head or body? + if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson()))) + { + // Rotate head + mHead.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw); + + // Do we also include the relative yaw value? + if (con->getControlSchemeAddYawToAbsRot()) + { + F32 z = move->yaw; + if (z > M_PI_F) + z -= M_2PI_F; + + mHead.z += z; + } + + // Constrain the range of mHead.z + while (mHead.z < 0.0f) + mHead.z += M_2PI_F; + while (mHead.z > M_2PI_F) + mHead.z -= M_2PI_F; + } + else + { + // Rotate body + mRot.z += (emove->rotZ[emoveIndex] - mLastAbsoluteYaw); + + // Do we also include the relative yaw value? + if (con->getControlSchemeAddYawToAbsRot()) + { + F32 z = move->yaw; + if (z > M_PI_F) + z -= M_2PI_F; + + mRot.z += z; + } + + // Constrain the range of mRot.z + while (mRot.z < 0.0f) + mRot.z += M_2PI_F; + while (mRot.z > M_2PI_F) + mRot.z -= M_2PI_F; + } + mLastAbsoluteYaw = emove->rotZ[emoveIndex]; + mLastAbsolutePitch = emove->rotX[emoveIndex]; + + // Head bank + mHead.y = emove->rotY[emoveIndex]; + + // Constrain the range of mHead.y + while (mHead.y > M_PI_F) + mHead.y -= M_2PI_F; + } + } +#endif + + MatrixF zRot; + zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z)); + + // Desired move direction & speed + VectorF moveVec; + F32 moveSpeed = mInputVelocity.len(); + + zRot.getColumn(0, &moveVec); + moveVec *= move->x; + VectorF tv; + zRot.getColumn(1, &tv); + moveVec += tv * move->y; + + // Acceleration due to gravity + VectorF acc(mPhysicsWorld->getGravity() * mGravityMod * TickSec); + + // Determine ground contact normal. Only look for contacts if + // we can move and aren't mounted. + mContactInfo.contactNormal = VectorF::Zero; + mContactInfo.jump = false; + mContactInfo.run = false; + + bool jumpSurface = false, runSurface = false; + if (!mOwner->isMounted()) + findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal); + if (mContactInfo.jump) + mJumpSurfaceNormal = mContactInfo.contactNormal; + + // If we don't have a runSurface but we do have a contactNormal, + // then we are standing on something that is too steep. + // Deflect the force of gravity by the normal so we slide. + // We could also try aligning it to the runSurface instead, + // but this seems to work well. + if (!mContactInfo.run && !mContactInfo.contactNormal.isZero()) + acc = (acc - 2 * mContactInfo.contactNormal * mDot(acc, mContactInfo.contactNormal)); + + // Acceleration on run surface + if (mContactInfo.run && !mSwimming) + { + mContactTimer = 0; + + VectorF pv = moveVec; + + // Adjust the player's requested dir. to be parallel + // to the contact surface. + F32 pvl = pv.len(); + + // Convert to acceleration + if (pvl) + pv *= moveSpeed / pvl; + VectorF runAcc = pv - (mVelocity + acc); + F32 runSpeed = runAcc.len(); + + // Clamp acceleration, player also accelerates faster when + // in his hard landing recover state. + F32 maxAcc; + + maxAcc = (horizMaxAccel / mMass) * TickSec; + + if (runSpeed > maxAcc) + runAcc *= maxAcc / runSpeed; + + acc += runAcc; + } + else if (!mSwimming && airControl > 0.0f) + { + VectorF pv; + pv = moveVec; + F32 pvl = pv.len(); + + if (pvl) + pv *= moveSpeed / pvl; + + VectorF runAcc = pv - (mVelocity + acc); + runAcc.z = 0; + runAcc.x = runAcc.x * airControl; + runAcc.y = runAcc.y * airControl; + F32 runSpeed = runAcc.len(); + + // We don't test for sprinting when performing air control + F32 maxAcc = (horizMaxAccel / mMass) * TickSec * 0.3f; + + if (runSpeed > maxAcc) + runAcc *= maxAcc / runSpeed; + + acc += runAcc; + + // There are no special air control animations + // so... increment this unless you really want to + // play the run anims in the air. + mContactTimer++; + } + else if (mSwimming) + { + // Remove acc into contact surface (should only be gravity) + // Clear out floating point acc errors, this will allow + // the player to "rest" on the ground. + F32 vd = -mDot(acc, mContactInfo.contactNormal); + if (vd > 0.0f) + { + VectorF dv = mContactInfo.contactNormal * (vd + 0.002f); + acc += dv; + if (acc.len() < 0.0001f) + acc.set(0.0f, 0.0f, 0.0f); + } + + // get the head pitch and add it to the moveVec + // This more accurate swim vector calc comes from Matt Fairfax + MatrixF xRot, zRot; + xRot.set(EulerF(mOwner->getRotation().asEulerF().x, 0, 0)); + zRot.set(EulerF(0, 0, mOwner->getRotation().asEulerF().z)); + MatrixF rot; + rot.mul(zRot, xRot); + rot.getColumn(0, &moveVec); + + moveVec *= move->x; + VectorF tv; + rot.getColumn(1, &tv); + moveVec += tv * move->y; + rot.getColumn(2, &tv); + moveVec += tv * move->z; + + // Force a 0 move if there is no energy, and only drain + // move energy if we're moving. + VectorF swimVec = moveVec; + + // If we are swimming but close enough to the shore/ground + // we can still have a surface-normal. In this case align the + // velocity to the normal to make getting out of water easier. + + moveVec.normalize(); + F32 isSwimUp = mDot(moveVec, mContactInfo.contactNormal); + + if (!mContactInfo.contactNormal.isZero() && isSwimUp < 0.1f) + { + F32 pvl = swimVec.len(); + + if (pvl) + { + VectorF nn; + mCross(swimVec, VectorF(0.0f, 0.0f, 1.0f), &nn); + nn *= 1.0f / pvl; + VectorF cv = mContactInfo.contactNormal; + cv -= nn * mDot(nn, cv); + swimVec -= cv * mDot(swimVec, cv); + } + } + + F32 swimVecLen = swimVec.len(); + + // Convert to acceleration. + if (swimVecLen) + swimVec *= moveSpeed / swimVecLen; + VectorF swimAcc = swimVec - (mVelocity + acc); + F32 swimSpeed = swimAcc.len(); + + // Clamp acceleration. + F32 maxAcc = (horizMaxAccel / mMass) * TickSec; + if (swimSpeed > maxAcc) + swimAcc *= maxAcc / swimSpeed; + + acc += swimAcc; + + mContactTimer++; + } + else + mContactTimer++; + + // Add in force from physical zones... + acc += (mOwner->getContainerInfo().appliedForce / mMass) * TickSec; + + // Adjust velocity with all the move & gravity acceleration + // TG: I forgot why doesn't the TickSec multiply happen here... + mVelocity += acc; + + // apply horizontal air resistance + + F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y); + + if (hvel > horizResistSpeed) + { + F32 speedCap = hvel; + if (speedCap > horizMaxSpeed) + speedCap = horizMaxSpeed; + speedCap -= horizResistFactor * TickSec * (speedCap - horizResistSpeed); + F32 scale = speedCap / hvel; + mVelocity.x *= scale; + mVelocity.y *= scale; + } + if (mVelocity.z > upResistSpeed) + { + if (mVelocity.z > upMaxSpeed) + mVelocity.z = upMaxSpeed; + mVelocity.z -= upResistFactor * TickSec * (mVelocity.z - upResistSpeed); + } + + // Apply drag + mVelocity -= mVelocity * mDrag * TickSec; + + // Clamp very small velocity to zero + if (mVelocity.isZero()) + mVelocity = Point3F::Zero; + + // If we are not touching anything and have sufficient -z vel, + // we are falling. + if (mContactInfo.run) + { + mFalling = false; + } + else + { + VectorF vel; + mOwner->getWorldToObj().mulV(mVelocity, &vel); + mFalling = vel.z < fallingSpeedThreshold; + } + + // Enter/Leave Liquid + if (!mInWater && mOwner->getContainerInfo().waterCoverage > 0.0f) + { + mInWater = true; + } + else if (mInWater && mOwner->getContainerInfo().waterCoverage <= 0.0f) + { + mInWater = false; + } +} + +void PlayerControllerComponent::updatePos(const F32 travelTime) +{ + if (!PHYSICSMGR) + return; + + PROFILE_SCOPE(PlayerControllerComponent_UpdatePos); + + Point3F newPos; + + Collision col; + dMemset(&col, 0, sizeof(col)); + + static CollisionList collisionList; + collisionList.clear(); + + newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList); + + bool haveCollisions = false; + bool wasFalling = mFalling; + if (collisionList.getCount() > 0) + { + mFalling = false; + haveCollisions = true; + + //TODO: clean this up so the phys component doesn't have to tell the col interface to do this + CollisionInterface* colInterface = mOwner->getComponent(); + if (colInterface) + { + colInterface->handleCollisionList(collisionList, mVelocity); + } + } + + if (haveCollisions) + { + // Pick the collision that most closely matches our direction + VectorF velNormal = mVelocity; + velNormal.normalizeSafe(); + const Collision *collision = &collisionList[0]; + F32 collisionDot = mDot(velNormal, collision->normal); + const Collision *cp = collision + 1; + const Collision *ep = collision + collisionList.getCount(); + for (; cp != ep; cp++) + { + F32 dp = mDot(velNormal, cp->normal); + if (dp < collisionDot) + { + collisionDot = dp; + collision = cp; + } + } + + // Modify our velocity based on collisions + for (U32 i = 0; i 0) + col = collisionList[collisionList.getCount() - 1]; + + // We'll handle any player-to-player collision, and the last collision + // with other obejct types. + for (U32 i = 0; isetTransform(newMat); + + mOwner->setPosition(newPos); +} + +// +void PlayerControllerComponent::setVelocity(const VectorF& vel) +{ + mVelocity = vel; + + // Clamp against the maximum velocity. + if (mMaxVelocity > 0) + { + F32 len = mVelocity.magnitudeSafe(); + if (len > mMaxVelocity) + { + Point3F excess = mVelocity * (1.0f - (mMaxVelocity / len)); + mVelocity -= excess; + } + } + + setMaskBits(VelocityMask); +} + +void PlayerControllerComponent::findContact(bool *run, bool *jump, VectorF *contactNormal) +{ + SceneObject *contactObject = NULL; + + Vector overlapObjects; + + mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects); + + F32 vd = (*contactNormal).z; + *run = vd > mCos(mDegToRad(moveSurfaceAngle)); + *jump = vd > mCos(mDegToRad(contactSurfaceAngle)); + + // Check for triggers + for (U32 i = 0; i < overlapObjects.size(); i++) + { + SceneObject *obj = overlapObjects[i]; + U32 objectMask = obj->getTypeMask(); + + // Check: triggers, corpses and items... + // + if (objectMask & TriggerObjectType) + { + if (Trigger* pTrigger = dynamic_cast(obj)) + { + pTrigger->potentialEnterObject(mOwner); + } + else if (CollisionTrigger* pTriggerEx = dynamic_cast(obj)) + { + if (pTriggerEx) + pTriggerEx->potentialEnterObject(mOwner); + } + //Add any other custom classes and the sort here that should be filtered against + /*else if (TriggerExample* pTriggerEx = dynamic_cast(obj)) + { + if (pTriggerEx) + pTriggerEx->potentialEnterObject(mOwner); + }*/ + } + } + + mContactInfo.contacted = contactObject != NULL; + mContactInfo.contactObject = contactObject; + + if (mContactInfo.contacted) + mContactInfo.contactNormal = *contactNormal; +} + +void PlayerControllerComponent::applyImpulse(const Point3F &pos, const VectorF &vec) +{ + + AssertFatal(!mIsNaN(vec), "Player::applyImpulse() - The vector is NaN!"); + + // Players ignore angular velocity + VectorF vel; + vel.x = vec.x / getMass(); + vel.y = vec.y / getMass(); + vel.z = vec.z / getMass(); + + // Make sure the impulse isn't too bigg + F32 len = vel.magnitudeSafe(); + if (len > sMaxImpulseVelocity) + { + Point3F excess = vel * (1.0f - (sMaxImpulseVelocity / len)); + vel -= excess; + } + + setVelocity(mVelocity + vel); +} + +DefineEngineMethod(PlayerControllerComponent, applyImpulse, bool, (Point3F pos, VectorF vel), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + object->applyImpulse(pos, vel); + return true; +} + +DefineEngineMethod(PlayerControllerComponent, getContactNormal, Point3F, (), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->getContactNormal(); +} + +DefineEngineMethod(PlayerControllerComponent, getContactObject, SceneObject*, (), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->getContactObject(); +} + +DefineEngineMethod(PlayerControllerComponent, isContacted, bool, (), , + "@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n" + + "@param pos impulse world position\n" + "@param vel impulse velocity (impulse force F = m * v)\n" + "@return Always true\n" + + "@note Not all objects that derrive from GameBase have this defined.\n") +{ + return object->isContacted(); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Physics/playerControllerComponent.h b/Engine/source/T3D/components/Physics/playerControllerComponent.h new file mode 100644 index 000000000..903d0f118 --- /dev/null +++ b/Engine/source/T3D/components/Physics/playerControllerComponent.h @@ -0,0 +1,212 @@ +//----------------------------------------------------------------------------- +// 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 PLAYER_CONTORLLER_COMPONENT_H +#define PLAYER_CONTORLLER_COMPONENT_H + +#ifndef PHYSICSBEHAVIOR_H +#include "T3D/Components/Physics/physicsBehavior.h" +#endif +#ifndef __RESOURCE_H__ +#include "core/resource.h" +#endif +#ifndef _TSSHAPE_H_ +#include "ts/tsShape.h" +#endif +#ifndef _SCENERENDERSTATE_H_ +#include "scene/sceneRenderState.h" +#endif +#ifndef _MBOX_H_ +#include "math/mBox.h" +#endif +#ifndef ENTITY_H +#include "T3D/Entity.h" +#endif +#ifndef _CONVEX_H_ +#include "collision/convex.h" +#endif +#ifndef _BOXCONVEX_H_ +#include "collision/boxConvex.h" +#endif +#ifndef _T3D_PHYSICSCOMMON_H_ +#include "T3D/physics/physicsCommon.h" +#endif +#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_ +#include "T3D/physics/physicsWorld.h" +#endif +#ifndef PHYSICS_COMPONENT_INTERFACE_H +#include "T3D/Components/physics/physicsComponentInterface.h" +#endif +#ifndef COLLISION_INTERFACES_H +#include "T3D/Components/collision/collisionInterfaces.h" +#endif + +class SceneRenderState; +class PhysicsWorld; +class PhysicsPlayer; +class SimplePhysicsBehaviorInstance; +class CollisionInterface; + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class PlayerControllerComponent : public Component, + public PhysicsComponentInterface +{ + typedef Component Parent; + + enum MaskBits { + VelocityMask = Parent::NextFreeMask << 0, + PositionMask = Parent::NextFreeMask << 1, + NextFreeMask = Parent::NextFreeMask << 2 + }; + + 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]; + }; + + StateDelta mDelta; + + PhysicsPlayer *mPhysicsRep; + PhysicsWorld *mPhysicsWorld; + + CollisionInterface* mOwnerCollisionInterface; + + struct ContactInfo + { + bool contacted, jump, run; + SceneObject *contactObject; + VectorF contactNormal; + F32 contactTime; + + void clear() + { + contacted = jump = run = false; + contactObject = NULL; + contactNormal.set(1, 1, 1); + } + + ContactInfo() { clear(); } + + } mContactInfo; + +protected: + F32 mDrag; + F32 mBuoyancy; + F32 mFriction; + F32 mElasticity; + F32 mMaxVelocity; + bool mSticky; + + bool mFalling; + bool mSwimming; + bool mInWater; + + S32 mContactTimer; ///< Ticks since last contact + + U32 mIntegrationCount; + + Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on + + F32 maxStepHeight; ///< Maximum height the player can step up + F32 moveSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up + F32 contactSurfaceAngle; ///< Maximum angle from vertical in degrees we consider having real 'contact' + + F32 horizMaxSpeed; ///< Max speed attainable in the horizontal + F32 horizMaxAccel; + F32 horizResistSpeed; ///< Speed at which resistance will take place + F32 horizResistFactor; ///< Factor of resistance once horizResistSpeed has been reached + + F32 upMaxSpeed; ///< Max vertical speed attainable + F32 upMaxAccel; + F32 upResistSpeed; ///< Speed at which resistance will take place + F32 upResistFactor; ///< Factor of resistance once upResistSpeed has been reached + + F32 fallingSpeedThreshold; ///< Downward speed at which we consider the player falling + + // Air control + F32 airControl; + + Point3F mInputVelocity; + + bool mUseDirectMoveInput; + +public: + PlayerControllerComponent(); + virtual ~PlayerControllerComponent(); + DECLARE_CONOBJECT(PlayerControllerComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void onComponentAdd(); + + virtual void componentAddedToOwner(Component *comp); + virtual void componentRemovedFromOwner(Component *comp); + + virtual void ownerTransformSet(MatrixF *mat); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + void updatePhysics(PhysicsCollision *collision = NULL); + + virtual void processTick(); + virtual void interpolateTick(F32 dt); + virtual void updatePos(const F32 dt); + void updateMove(); + + virtual VectorF getVelocity() { return mVelocity; } + virtual void setVelocity(const VectorF& vel); + virtual void setTransform(const MatrixF& mat); + + void findContact(bool *run, bool *jump, VectorF *contactNormal); + Point3F getContactNormal() { return mContactInfo.contactNormal; } + SceneObject* getContactObject() { return mContactInfo.contactObject; } + bool isContacted() { return mContactInfo.contacted; } + + // + void applyImpulse(const Point3F &pos, const VectorF &vec); + + //This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen + //so when the physics components do a findContact test during their update, they'll have a signal collision components + //can be listening to to update themselves with that info + Signal< void(SceneObject*) > PlayerControllerComponent::onContactSignal; + + // + DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj)); +}; + +#endif // _COMPONENT_H_ diff --git a/Engine/source/T3D/components/Physics/rigidBodyComponent.cpp b/Engine/source/T3D/components/Physics/rigidBodyComponent.cpp new file mode 100644 index 000000000..e2d22fa25 --- /dev/null +++ b/Engine/source/T3D/components/Physics/rigidBodyComponent.cpp @@ -0,0 +1,467 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "T3D/Components/physics/RigidBodyComponent.h" +#include "core/util/safeDelete.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "core/stream/bitStream.h" +#include "console/engineAPI.h" +#include "sim/netConnection.h" +#include "T3D/physics/physicsBody.h" +#include "T3D/physics/physicsPlugin.h" +#include "T3D/physics/physicsWorld.h" +#include "T3D/physics/physicsCollision.h" +#include "T3D/Components/Collision/collisionComponent.h" + +bool RigidBodyComponent::smNoCorrections = false; +bool RigidBodyComponent::smNoSmoothing = false; + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// +RigidBodyComponent::RigidBodyComponent() : Component() +{ + mMass = 20; + mDynamicFriction = 1; + mStaticFriction = 0.1f; + mRestitution = 10; + mLinearDamping = 0; + mAngularDamping = 0; + mLinearSleepThreshold = 1; + mAngularSleepThreshold = 1; + mWaterDampingScale = 0.1f; + mBuoyancyDensity = 1; + + mSimType = SimType_ServerOnly; + + mPhysicsRep = NULL; + mResetPos = MatrixF::Identity; + + mOwnerColComponent = NULL; + + mFriendlyName = "RigidBody(Component)"; +} + +RigidBodyComponent::~RigidBodyComponent() +{ +} + +IMPLEMENT_CO_NETOBJECT_V1(RigidBodyComponent); + +bool RigidBodyComponent::onAdd() +{ + if(! Parent::onAdd()) + return false; + + return true; +} + +void RigidBodyComponent::onRemove() +{ + Parent::onRemove(); +} +void RigidBodyComponent::initPersistFields() +{ + Parent::initPersistFields(); +} + +//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior +void RigidBodyComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + if (isServerObject()) + { + storeRestorePos(); + PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset); + } + + CollisionComponent *colComp = mOwner->getComponent(); + if (colComp) + { + colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics); + updatePhysics(colComp->getCollisionData()); + } + else + updatePhysics(); +} + +void RigidBodyComponent::onComponentRemove() +{ + Parent::onComponentRemove(); + + if (isServerObject()) + { + PhysicsPlugin::getPhysicsResetSignal().remove(this, &RigidBodyComponent::_onPhysicsReset); + } + + CollisionComponent *colComp = mOwner->getComponent(); + if (colComp) + { + colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics); + } + + SAFE_DELETE(mPhysicsRep); +} + +void RigidBodyComponent::componentAddedToOwner(Component *comp) +{ + CollisionComponent *colComp = dynamic_cast(comp); + if (colComp) + { + colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics); + updatePhysics(colComp->getCollisionData()); + } +} + +void RigidBodyComponent::componentRemovedFromOwner(Component *comp) +{ + //test if this is a shape component! + CollisionComponent *colComp = dynamic_cast(comp); + if (colComp) + { + colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics); + updatePhysics(); + } +} + +void RigidBodyComponent::ownerTransformSet(MatrixF *mat) +{ + if (mPhysicsRep) + mPhysicsRep->setTransform(mOwner->getTransform()); +} + +void RigidBodyComponent::updatePhysics(PhysicsCollision* collision) +{ + SAFE_DELETE(mPhysicsRep); + + if (!PHYSICSMGR) + return; + + mWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); + + if (!collision) + return; + + mPhysicsRep = PHYSICSMGR->createBody(); + + mPhysicsRep->init(collision, mMass, 0, mOwner, mWorld); + + mPhysicsRep->setMaterial(mRestitution, mDynamicFriction, mStaticFriction); + + mPhysicsRep->setDamping(mLinearDamping, mAngularDamping); + mPhysicsRep->setSleepThreshold(mLinearSleepThreshold, mAngularSleepThreshold); + + mPhysicsRep->setTransform(mOwner->getTransform()); + + // The reset position is the transform on the server + // at creation time... its not used on the client. + if (isServerObject()) + { + storeRestorePos(); + PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset); + } +} + +U32 RigidBodyComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + if (stream->writeFlag(mask & StateMask)) + { + // This will encode the position relative to the control + // object position. + // + // This will compress the position to as little as 6.25 + // bytes if the position is within about 30 meters of the + // control object. + // + // Worst case its a full 12 bytes + 2 bits if the position + // is more than 500 meters from the control object. + // + stream->writeCompressedPoint(mState.position); + + // Use only 3.5 bytes to send the orientation. + stream->writeQuat(mState.orientation, 9); + + // If the server object has been set to sleep then + // we don't need to send any velocity. + if (!stream->writeFlag(mState.sleeping)) + { + // This gives me ~0.015f resolution in velocity magnitude + // while only costing me 1 bit of the velocity is zero length, + // <5 bytes in normal cases, and <8 bytes if the velocity is + // greater than 1000. + AssertWarn(mState.linVelocity.len() < 1000.0f, + "PhysicsShape::packUpdate - The linVelocity is out of range!"); + stream->writeVector(mState.linVelocity, 1000.0f, 16, 9); + + // For angular velocity we get < 0.01f resolution in magnitude + // with the most common case being under 4 bytes. + AssertWarn(mState.angVelocity.len() < 10.0f, + "PhysicsShape::packUpdate - The angVelocity is out of range!"); + stream->writeVector(mState.angVelocity, 10.0f, 10, 9); + } + } + + return retMask; +} + +void RigidBodyComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if (stream->readFlag()) // StateMask + { + PhysicsState state; + + // Read the encoded and compressed position... commonly only 6.25 bytes. + stream->readCompressedPoint(&state.position); + + // Read the compressed quaternion... 3.5 bytes. + stream->readQuat(&state.orientation, 9); + + state.sleeping = stream->readFlag(); + if (!state.sleeping) + { + stream->readVector(&state.linVelocity, 1000.0f, 16, 9); + stream->readVector(&state.angVelocity, 10.0f, 10, 9); + } + + if (!smNoCorrections && mPhysicsRep && mPhysicsRep->isDynamic()) + { + // Set the new state on the physics object immediately. + mPhysicsRep->applyCorrection(state.getTransform()); + + mPhysicsRep->setSleeping(state.sleeping); + if (!state.sleeping) + { + mPhysicsRep->setLinVelocity(state.linVelocity); + mPhysicsRep->setAngVelocity(state.angVelocity); + } + + mPhysicsRep->getState(&mState); + } + + // If there is no physics object then just set the + // new state... the tick will take care of the + // interpolation and extrapolation. + if (!mPhysicsRep || !mPhysicsRep->isDynamic()) + mState = state; + } +} + +void RigidBodyComponent::processTick() +{ + Parent::processTick(); + + if (!mPhysicsRep || !PHYSICSMGR) + return; + + // Note that unlike TSStatic, the serverside PhysicsShape does not + // need to play the ambient animation because even if the animation were + // to move collision shapes it would not affect the physx representation. + + PROFILE_START(RigidBodyComponent_ProcessTick); + + if (!mPhysicsRep->isDynamic()) + return; + + // SINGLE PLAYER HACK!!!! + if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject()) + { + RigidBodyComponent *servObj = (RigidBodyComponent*)getServerObject(); + mOwner->setTransform(servObj->mState.getTransform()); + mRenderState[0] = servObj->mRenderState[0]; + mRenderState[1] = servObj->mRenderState[1]; + + return; + } + + // Store the last render state. + mRenderState[0] = mRenderState[1]; + + // If the last render state doesn't match the last simulation + // state then we got a correction and need to + Point3F errorDelta = mRenderState[1].position - mState.position; + const bool doSmoothing = !errorDelta.isZero() && !smNoSmoothing; + + const bool wasSleeping = mState.sleeping; + + // Get the new physics state. + mPhysicsRep->getState(&mState); + updateContainerForces(); + + // Smooth the correction back into the render state. + mRenderState[1] = mState; + if (doSmoothing) + { + F32 correction = mClampF(errorDelta.len() / 20.0f, 0.1f, 0.9f); + mRenderState[1].position.interpolate(mState.position, mRenderState[0].position, correction); + mRenderState[1].orientation.interpolate(mState.orientation, mRenderState[0].orientation, correction); + } + + //Check if any collisions occured + findContact(); + + // If we haven't been sleeping then update our transform + // and set ourselves as dirty for the next client update. + if (!wasSleeping || !mState.sleeping) + { + // Set the transform on the parent so that + // the physics object isn't moved. + mOwner->setTransform(mState.getTransform()); + + // If we're doing server simulation then we need + // to send the client a state update. + if (isServerObject() && mPhysicsRep && !smNoCorrections && + !PHYSICSMGR->isSinglePlayer() // SINGLE PLAYER HACK!!!! + ) + setMaskBits(StateMask); + } + + PROFILE_END(); +} + +void RigidBodyComponent::findContact() +{ + SceneObject *contactObject = NULL; + + VectorF *contactNormal = new VectorF(0, 0, 0); + + Vector overlapObjects; + + mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects); + + if (!overlapObjects.empty()) + { + //fire our signal that the physics sim said collisions happened + onPhysicsCollision.trigger(*contactNormal, overlapObjects); + } +} + +void RigidBodyComponent::_onPhysicsReset(PhysicsResetEvent reset) +{ + if (reset == PhysicsResetEvent_Store) + mResetPos = mOwner->getTransform(); + + else if (reset == PhysicsResetEvent_Restore) + { + mOwner->setTransform(mResetPos); + } +} + +void RigidBodyComponent::storeRestorePos() +{ + mResetPos = mOwner->getTransform(); +} + +void RigidBodyComponent::applyImpulse(const Point3F &pos, const VectorF &vec) +{ + if (mPhysicsRep && mPhysicsRep->isDynamic()) + mPhysicsRep->applyImpulse(pos, vec); +} + +void RigidBodyComponent::applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude) +{ + if (!mPhysicsRep || !mPhysicsRep->isDynamic()) + return; + + // TODO: Find a better approximation of the + // force vector using the object box. + + VectorF force = mOwner->getWorldBox().getCenter() - origin; + F32 dist = force.magnitudeSafe(); + force.normalize(); + + if (dist == 0.0f) + force *= magnitude; + else + force *= mClampF(radius / dist, 0.0f, 1.0f) * magnitude; + + mPhysicsRep->applyImpulse(origin, force); + + // TODO: There is no simple way to really sync this sort of an + // event with the client. + // + // The best is to send the current physics snapshot, calculate the + // time difference from when this event occured and the time when the + // client recieves it, and then extrapolate where it should be. + // + // Even then its impossible to be absolutely sure its synced. + // + // Bottom line... you shouldn't use physics over the network like this. + // +} + +void RigidBodyComponent::updateContainerForces() +{ + PROFILE_SCOPE(RigidBodyComponent_updateContainerForces); + + // If we're not simulating don't update forces. + PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client"); + if (!world || !world->isEnabled()) + return; + + ContainerQueryInfo info; + info.box = mOwner->getWorldBox(); + info.mass = mMass; + + // Find and retreive physics info from intersecting WaterObject(s) + mOwner->getContainer()->findObjects(mOwner->getWorldBox(), WaterObjectType | PhysicalZoneObjectType, findRouter, &info); + + // Calculate buoyancy and drag + F32 angDrag = mAngularDamping; + F32 linDrag = mLinearDamping; + F32 buoyancy = 0.0f; + Point3F cmass = mPhysicsRep->getCMassPosition(); + + F32 density = mBuoyancyDensity; + if (density > 0.0f) + { + if (info.waterCoverage > 0.0f) + { + F32 waterDragScale = info.waterViscosity * mWaterDampingScale; + F32 powCoverage = mPow(info.waterCoverage, 0.25f); + + angDrag = mLerp(angDrag, angDrag * waterDragScale, powCoverage); + linDrag = mLerp(linDrag, linDrag * waterDragScale, powCoverage); + } + + buoyancy = (info.waterDensity / density) * mPow(info.waterCoverage, 2.0f); + + // A little hackery to prevent oscillation + // Based on this blog post: + // (http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html) + // JCF: disabled! + Point3F buoyancyForce = buoyancy * -world->getGravity() * TickSec * mMass; + mPhysicsRep->applyImpulse(cmass, buoyancyForce); + } + + // Update the dampening as the container might have changed. + mPhysicsRep->setDamping(linDrag, angDrag); + + // Apply physical zone forces. + if (!info.appliedForce.isZero()) + mPhysicsRep->applyImpulse(cmass, info.appliedForce); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Physics/rigidBodyComponent.h b/Engine/source/T3D/components/Physics/rigidBodyComponent.h new file mode 100644 index 000000000..85b98379d --- /dev/null +++ b/Engine/source/T3D/components/Physics/rigidBodyComponent.h @@ -0,0 +1,183 @@ +//----------------------------------------------------------------------------- +// 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 RIGID_BODY_COMPONENT_H +#define RIGID_BODY_COMPONENT_H + +#ifndef COMPONENT_H +#include "T3D/Components/Component.h" +#endif +#ifndef _T3D_PHYSICSCOMMON_H_ +#include "T3D/physics/physicsCommon.h" +#endif +#ifndef COLLISION_COMPONENT_H +#include "T3D/Components/collision/collisionComponent.h" +#endif +#ifndef PHYSICS_COMPONENT_INTERFACE_H +#include "T3D/Components/physics/physicsComponentInterface.h" +#endif + +class PhysicsBody; + +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class RigidBodyComponent : public Component, public PhysicsComponentInterface +{ + typedef Component Parent; + + 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, + + } mSimType; + + // + // + /// The current physics state. + PhysicsState mState; + + /// The previous and current render states. + PhysicsState mRenderState[2]; + + /// The abstracted physics actor. + PhysicsBody *mPhysicsRep; + + PhysicsWorld *mWorld; + + /// The starting position to place the shape when + /// the level begins or is reset. + MatrixF mResetPos; + // + // + + /// 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; + + /// + F32 mMass; + + /// + F32 mDynamicFriction; + + /// + F32 mStaticFriction; + + /// + F32 mRestitution; + + /// + F32 mLinearDamping; + + /// + F32 mAngularDamping; + + /// + F32 mLinearSleepThreshold; + + /// + F32 mAngularSleepThreshold; + + // A scale applied to the normal linear and angular damping + // when the object enters a water volume. + F32 mWaterDampingScale; + + // The density of this object used for water buoyancy effects. + F32 mBuoyancyDensity; + + CollisionComponent* mOwnerColComponent; + + enum MaskBits { + PositionMask = Parent::NextFreeMask << 0, + FreezeMask = Parent::NextFreeMask << 1, + StateMask = Parent::NextFreeMask << 2, + VelocityMask = Parent::NextFreeMask << 3, + NextFreeMask = Parent::NextFreeMask << 4 + }; + +public: + RigidBodyComponent(); + virtual ~RigidBodyComponent(); + DECLARE_CONOBJECT(RigidBodyComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void onComponentAdd(); + virtual void onComponentRemove(); + + virtual void componentAddedToOwner(Component *comp); + virtual void componentRemovedFromOwner(Component *comp); + + virtual void ownerTransformSet(MatrixF *mat); + + inline F32 getMass() { return mMass; } + Point3F getVelocity() const { return mState.linVelocity; } + void applyImpulse(const Point3F &pos, const VectorF &vec); + void applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude); + + void updateContainerForces(); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + virtual void processTick(); + + void findContact(); + + /// 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(); + + void updatePhysics(PhysicsCollision *collision = NULL); + + void _onPhysicsReset(PhysicsResetEvent reset); +}; + +#endif // _RIGID_BODY_COMPONENT_H_ diff --git a/Engine/source/T3D/components/Render/MeshComponent.cpp b/Engine/source/T3D/components/Render/MeshComponent.cpp new file mode 100644 index 000000000..9444fa917 --- /dev/null +++ b/Engine/source/T3D/components/Render/MeshComponent.cpp @@ -0,0 +1,524 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- +#include "platform/platform.h" +#include "console/consoleTypes.h" +#include "T3D/Components/Render/MeshComponent.h" +#include "core/util/safeDelete.h" +#include "core/resourceManager.h" +#include "core/stream/fileStream.h" +#include "console/consoleTypes.h" +#include "console/consoleObject.h" +#include "core/stream/bitStream.h" +#include "sim/netConnection.h" +#include "gfx/gfxTransformSaver.h" +#include "console/engineAPI.h" +#include "lighting/lightQuery.h" +#include "scene/sceneManager.h" +#include "gfx/bitmap/ddsFile.h" +#include "gfx/bitmap/ddsUtils.h" +#include "gfx/gfxTextureManager.h" +#include "materials/materialFeatureTypes.h" +#include "renderInstance/renderImposterMgr.h" +#include "util/imposterCapture.h" +#include "gfx/sim/debugDraw.h" +#include "gfx/gfxDrawUtil.h" +#include "materials/materialManager.h" +#include "materials/matInstance.h" +#include "core/strings/findMatch.h" +#include "T3D/components/Render/MeshComponent_ScriptBinding.h" + +////////////////////////////////////////////////////////////////////////// +// Constructor/Destructor +////////////////////////////////////////////////////////////////////////// +MeshComponent::MeshComponent() : Component() +{ + mShapeName = StringTable->insert(""); + mShapeAsset = StringTable->insert(""); + + mChangingMaterials.clear(); + + mMaterials.clear(); + + mFriendlyName = "Mesh Component"; + mComponentType = "Render"; + + mDescription = getDescriptionText("Causes the object to render a non-animating 3d shape using the file provided."); + + mNetworked = true; + mNetFlags.set(Ghostable | ScopeAlways); +} + +MeshComponent::~MeshComponent(){} + +IMPLEMENT_CO_NETOBJECT_V1(MeshComponent); + +//========================================================================================== +void MeshComponent::boneObject::addObject(SimObject* object) +{ + SceneObject* sc = dynamic_cast(object); + + if(sc && mOwner) + { + if(TSShape* shape = mOwner->getShape()) + { + S32 nodeID = shape->findNode(mBoneName); + + //we may have a offset on the shape's center + //so make sure we accomodate for that when setting up the mount offsets + MatrixF mat = mOwner->getNodeTransform(nodeID); + + mOwner->getOwner()->mountObject(sc, nodeID, mat); + } + } +} + +bool MeshComponent::onAdd() +{ + if(! Parent::onAdd()) + return false; + + // Register for the resource change signal. + ResourceManager::get().getChangedSignal().notify( this, &MeshComponent::_onResourceChanged ); + + return true; +} + +void MeshComponent::onComponentAdd() +{ + Parent::onComponentAdd(); + + //get the default shape, if any + updateShape(); +} + +void MeshComponent::onRemove() +{ + Parent::onRemove(); + + SAFE_DELETE(mShapeInstance); +} + +void MeshComponent::onComponentRemove() +{ + if(mOwner) + { + Point3F pos = mOwner->getPosition(); //store our center pos + mOwner->setObjectBox(Box3F(Point3F(-1,-1,-1), Point3F(1,1,1))); + mOwner->setPosition(pos); + } + + Parent::onComponentRemove(); +} + +void MeshComponent::initPersistFields() +{ + Parent::initPersistFields(); + + //create a hook to our internal variables + addGroup("Model"); + addProtectedField("MeshAsset", TypeAssetId, Offset(mShapeAsset, MeshComponent), &_setMesh, &defaultProtectedGetFn, + "The asset Id used for the mesh.", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors); + endGroup("Model"); +} + +bool MeshComponent::_setMesh(void *object, const char *index, const char *data) +{ + MeshComponent *rbI = static_cast(object); + + // Sanity! + AssertFatal(data != NULL, "Cannot use a NULL asset Id."); + + return rbI->setMeshAsset(data); +} + +bool MeshComponent::_setShape( void *object, const char *index, const char *data ) +{ + MeshComponent *rbI = static_cast(object); + rbI->mShapeName = StringTable->insert(data); + rbI->updateShape(); //make sure we force the update to resize the owner bounds + rbI->setMaskBits(ShapeMask); + + return true; +} + +bool MeshComponent::setMeshAsset(const char* assetName) +{ + // Fetch the asset Id. + mMeshAssetId = StringTable->insert(assetName); + mMeshAsset.setAssetId(mMeshAssetId); + + if (mMeshAsset.isNull()) + { + Con::errorf("[MeshComponent] Failed to load mesh asset."); + return false; + } + + mShapeName = mMeshAssetId; + mShapeAsset = mShapeName; + updateShape(); //make sure we force the update to resize the owner bounds + setMaskBits(ShapeMask); + + return true; +} + +void MeshComponent::_onResourceChanged( const Torque::Path &path ) +{ + if ( path != Torque::Path( mShapeName ) ) + return; + + updateShape(); + setMaskBits(ShapeMask); +} + +void MeshComponent::inspectPostApply() +{ + Parent::inspectPostApply(); +} + +U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream) +{ + U32 retMask = Parent::packUpdate(con, mask, stream); + + if (!mOwner || con->getGhostIndex(mOwner) == -1) + { + stream->writeFlag(false); + stream->writeFlag(false); + + if (mask & ShapeMask) + retMask |= ShapeMask; + if (mask & MaterialMask) + retMask |= MaterialMask; + return retMask; + } + + if (stream->writeFlag(mask & ShapeMask)) + { + stream->writeString(mShapeName); + } + + if (stream->writeFlag( mask & MaterialMask )) + { + stream->writeInt(mChangingMaterials.size(), 16); + + for(U32 i=0; i < mChangingMaterials.size(); i++) + { + stream->writeInt(mChangingMaterials[i].slot, 16); + con->packNetStringHandleU(stream, NetStringHandle(mChangingMaterials[i].matName)); + } + + mChangingMaterials.clear(); + } + + return retMask; +} + +void MeshComponent::unpackUpdate(NetConnection *con, BitStream *stream) +{ + Parent::unpackUpdate(con, stream); + + if(stream->readFlag()) + { + mShapeName = stream->readSTString(); + setMeshAsset(mShapeName); + updateShape(); + } + + if(stream->readFlag()) + { + mChangingMaterials.clear(); + U32 materialCount = stream->readInt(16); + + for(U32 i=0; i < materialCount; i++) + { + matMap newMatMap; + newMatMap.slot = stream->readInt(16); + newMatMap.matName = String(con->unpackNetStringHandleU(stream).getString()); + + mChangingMaterials.push_back(newMatMap); + } + + updateMaterials(); + } +} + +void MeshComponent::prepRenderImage( SceneRenderState *state ) +{ + if (!mEnabled || !mOwner || !mShapeInstance) + return; + + Point3F cameraOffset; + mOwner->getRenderTransform().getColumn(3, &cameraOffset); + cameraOffset -= state->getDiffuseCameraPosition(); + F32 dist = cameraOffset.len(); + if (dist < 0.01f) + dist = 0.01f; + + Point3F objScale = getOwner()->getScale(); + F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z)); + + mShapeInstance->setDetailFromDistance(state, dist * invScale); + + if (mShapeInstance->getCurrentDetail() < 0) + return; + + GFXTransformSaver saver; + + // Set up our TS render state. + TSRenderState rdata; + rdata.setSceneState(state); + rdata.setFadeOverride(1.0f); + rdata.setOriginSort(false); + + // We might have some forward lit materials + // so pass down a query to gather lights. + LightQuery query; + query.init(mOwner->getWorldSphere()); + rdata.setLightQuery(&query); + + MatrixF mat = mOwner->getRenderTransform(); + Point3F renderPos = mat.getPosition(); + EulerF renderRot = mat.toEuler(); + mat.scale(objScale); + GFX->setWorldMatrix(mat); + + mShapeInstance->render(rdata); +} + +void MeshComponent::updateShape() +{ + bool isServer = isServerObject(); + + if ((mShapeName && mShapeName[0] != '\0') || (mShapeAsset && mShapeAsset[0] != '\0')) + { + if (mMeshAsset == NULL) + return; + + mShape = mMeshAsset->getShape(); + + if (!mShape) + return; + + setupShape(); + + //Do this on both the server and client + S32 materialCount = mShape->materialList->getMaterialNameList().size(); + + if(isServerObject()) + { + //we need to update the editor + for (U32 i = 0; i < mFields.size(); i++) + { + //find any with the materialslot title and clear them out + if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false)) + { + setDataField(mFields[i].mFieldName, NULL, ""); + mFields.erase(i); + continue; + } + } + + //next, get a listing of our materials in the shape, and build our field list for them + char matFieldName[128]; + + if(materialCount > 0) + mComponentGroup = StringTable->insert("Materials"); + + for(U32 i=0; i < materialCount; i++) + { + String materialname = mShape->materialList->getMaterialName(i); + if(materialname == String("ShapeBounds")) + continue; + + dSprintf(matFieldName, 128, "MaterialSlot%d", i); + + addComponentField(matFieldName, "A material used in the shape file", "TypeAssetId", materialname, ""); + } + + if(materialCount > 0) + mComponentGroup = ""; + } + + if(mOwner != NULL) + { + Point3F min, max, pos; + pos = mOwner->getPosition(); + + mOwner->getWorldToObj().mulP(pos); + + min = mShape->bounds.minExtents; + max = mShape->bounds.maxExtents; + + mShapeBounds.set(min, max); + + mOwner->setObjectBox(Box3F(min, max)); + + if( mOwner->getSceneManager() != NULL ) + mOwner->getSceneManager()->notifyObjectDirty( mOwner ); + } + + //finally, notify that our shape was changed + onShapeInstanceChanged.trigger(this); + } +} + +void MeshComponent::setupShape() +{ + mShapeInstance = new TSShapeInstance(mShape, true); +} + +void MeshComponent::updateMaterials() +{ + if (mChangingMaterials.empty() || !mShape) + return; + + TSMaterialList* pMatList = mShapeInstance->getMaterialList(); + pMatList->setTextureLookupPath(getShapeResource().getPath().getPath()); + + const Vector &materialNames = pMatList->getMaterialNameList(); + for ( S32 i = 0; i < materialNames.size(); i++ ) + { + const String &pName = materialNames[i]; + + for(U32 m=0; m < mChangingMaterials.size(); m++) + { + if(mChangingMaterials[m].slot == i) + { + pMatList->renameMaterial( i, mChangingMaterials[m].matName ); + } + } + + mChangingMaterials.clear(); + } + + // Initialize the material instances + mShapeInstance->initMaterialList(); +} + +MatrixF MeshComponent::getNodeTransform(S32 nodeIdx) +{ + if (mShape) + { + S32 nodeCount = getShape()->nodes.size(); + + if(nodeIdx >= 0 && nodeIdx < nodeCount) + { + //animate(); + MatrixF mountTransform = mShapeInstance->mNodeTransforms[nodeIdx]; + mountTransform.mul(mOwner->getRenderTransform()); + + return mountTransform; + } + } + + return MatrixF::Identity; +} + +S32 MeshComponent::getNodeByName(String nodeName) +{ + if (mShape) + { + S32 nodeIdx = getShape()->findNode(nodeName); + + return nodeIdx; + } + + return -1; +} + +bool MeshComponent::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info) +{ + return false; +} + +void MeshComponent::mountObjectToNode(SceneObject* objB, String node, MatrixF txfm) +{ + const char* test; + test = node.c_str(); + if(dIsdigit(test[0])) + { + getOwner()->mountObject(objB, dAtoi(node), txfm); + } + else + { + if(TSShape* shape = getShape()) + { + S32 idx = shape->findNode(node); + getOwner()->mountObject(objB, idx, txfm); + } + } +} + +void MeshComponent::onDynamicModified(const char* slotName, const char* newValue) +{ + if(FindMatch::isMatch( "materialslot*", slotName, false )) + { + if(!getShape()) + return; + + S32 slot = -1; + String outStr( String::GetTrailingNumber( slotName, slot ) ); + + if(slot == -1) + return; + + bool found = false; + for(U32 i=0; i < mChangingMaterials.size(); i++) + { + if(mChangingMaterials[i].slot == slot) + { + mChangingMaterials[i].matName = String(newValue); + found = true; + } + } + + if(!found) + { + matMap newMatMap; + newMatMap.slot = slot; + newMatMap.matName = String(newValue); + + mChangingMaterials.push_back(newMatMap); + } + + setMaskBits(MaterialMask); + } + + Parent::onDynamicModified(slotName, newValue); +} + +void MeshComponent::changeMaterial(U32 slot, const char* newMat) +{ + + char fieldName[512]; + + //update our respective field + dSprintf(fieldName, 512, "materialSlot%d", slot); + setDataField(fieldName, NULL, newMat); +} + +void MeshComponent::onInspect() +{ +} + +void MeshComponent::onEndInspect() +{ +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Render/MeshComponent.h b/Engine/source/T3D/components/Render/MeshComponent.h new file mode 100644 index 000000000..e06a0ccee --- /dev/null +++ b/Engine/source/T3D/components/Render/MeshComponent.h @@ -0,0 +1,183 @@ +//----------------------------------------------------------------------------- +// 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 STATIC_MESH_COMPONENT_H +#define STATIC_MESH_COMPONENT_H + +#ifndef COMPONENT_H +#include "T3D/Components/Component.h" +#endif +#ifndef __RESOURCE_H__ +#include "core/resource.h" +#endif +#ifndef _TSSHAPE_H_ +#include "ts/tsShape.h" +#endif +#ifndef _SCENERENDERSTATE_H_ +#include "scene/sceneRenderState.h" +#endif +#ifndef _MBOX_H_ +#include "math/mBox.h" +#endif +#ifndef ENTITY_H +#include "T3D/Entity.h" +#endif +#ifndef _NETSTRINGTABLE_H_ + #include "sim/netStringTable.h" +#endif +#ifndef CORE_INTERFACES_H +#include "T3D/Components/coreInterfaces.h" +#endif +#ifndef RENDER_COMPONENT_INTERFACE_H +#include "T3D/Components/Render/renderComponentInterface.h" +#endif +#ifndef _ASSET_PTR_H_ +#include "assets/assetPtr.h" +#endif +#ifndef _SHAPE_ASSET_H_ +#include "T3D/assets/ShapeAsset.h" +#endif +#ifndef _GFXVERTEXFORMAT_H_ +#include "gfx/gfxVertexFormat.h" +#endif + +class TSShapeInstance; +class SceneRenderState; +////////////////////////////////////////////////////////////////////////// +/// +/// +////////////////////////////////////////////////////////////////////////// +class MeshComponent : public Component, + public RenderComponentInterface, + public CastRayRenderedInterface, + public EditorInspectInterface +{ + typedef Component Parent; + +protected: + enum + { + ShapeMask = Parent::NextFreeMask, + MaterialMask = Parent::NextFreeMask << 1, + NextFreeMask = Parent::NextFreeMask << 2, + }; + + StringTableEntry mShapeName; + StringTableEntry mShapeAsset; + TSShape* mShape; + Box3F mShapeBounds; + Point3F mCenterOffset; + + struct matMap + { + String matName; + U32 slot; + }; + + Vector mChangingMaterials; + Vector mMaterials; + + class boneObject : public SimGroup + { + MeshComponent *mOwner; + public: + boneObject(MeshComponent *owner){ mOwner = owner; } + + StringTableEntry mBoneName; + S32 mItemID; + + virtual void addObject(SimObject *obj); + }; + + Vector mNodesList; + +public: + StringTableEntry mMeshAssetId; + AssetPtr mMeshAsset; + + TSShapeInstance* mShapeInstance; + +public: + MeshComponent(); + virtual ~MeshComponent(); + DECLARE_CONOBJECT(MeshComponent); + + virtual bool onAdd(); + virtual void onRemove(); + static void initPersistFields(); + + virtual void inspectPostApply(); + + virtual void prepRenderImage(SceneRenderState *state); + + virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); + virtual void unpackUpdate(NetConnection *con, BitStream *stream); + + Box3F getShapeBounds() { return mShapeBounds; } + + virtual MatrixF getNodeTransform(S32 nodeIdx); + S32 getNodeByName(String nodeName); + + void setupShape(); + void updateShape(); + void updateMaterials(); + + virtual void onComponentRemove(); + virtual void onComponentAdd(); + + static bool _setMesh(void *object, const char *index, const char *data); + static bool _setShape(void *object, const char *index, const char *data); + const char* _getShape(void *object, const char *data); + + bool setMeshAsset(const char* assetName); + + virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; } + virtual TSShapeInstance* getShapeInstance() { return mShapeInstance; } + + Resource getShapeResource() { if (mMeshAsset) return mMeshAsset->getShapeResource(); else return NULL; } + + void _onResourceChanged(const Torque::Path &path); + + virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info); + + void mountObjectToNode(SceneObject* objB, String node, MatrixF txfm); + + virtual void onDynamicModified(const char* slotName, const char* newValue); + + void changeMaterial(U32 slot, const char* newMat); + + virtual void onInspect(); + virtual void onEndInspect(); + + virtual Vector getNodeTransforms() + { + Vector bob; + return bob; + } + + virtual void setNodeTransforms(Vector transforms) + { + return; + } +}; + +#endif diff --git a/Engine/source/T3D/components/Render/MeshComponent_ScriptBinding.h b/Engine/source/T3D/components/Render/MeshComponent_ScriptBinding.h new file mode 100644 index 000000000..08dd6dbfd --- /dev/null +++ b/Engine/source/T3D/components/Render/MeshComponent_ScriptBinding.h @@ -0,0 +1,155 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +#include "console/engineAPI.h" +#include "T3D/components/Render/MeshComponent.h" +#include "scene/sceneObject.h" +#include "math/mTransform.h" + +DefineEngineMethod(MeshComponent, getShapeBounds, Box3F, (), , + "@brief Get the cobject we're in contact with.\n\n" + + "The controlling client is the one that will send moves to us to act on.\n" + + "@return the ID of the controlling GameConnection, or 0 if this object is not " + "controlled by any client.\n" + + "@see GameConnection\n") +{ + return object->getShapeBounds(); +} + +DefineEngineMethod(MeshComponent, mountObject, bool, + (SceneObject* objB, String node, TransformF txfm), (MatrixF::Identity), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)") +{ + if (objB) + { + //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen + //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity + object->mountObjectToNode(objB, node, /*MatrixF::Identity*/txfm.getMatrix()); + return true; + } + return false; +} + +DefineEngineMethod(MeshComponent, getNodeTransform, TransformF, + (S32 node), (-1), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)") +{ + if (node != -1) + { + //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen + //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity + //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); + MatrixF mat = object->getNodeTransform(node); + return mat; + } + + return TransformF::Identity; +} + +DefineEngineMethod(MeshComponent, getNodeEulerRot, EulerF, + (S32 node, bool radToDeg), (-1, true), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)") +{ + if (node != -1) + { + //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen + //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity + //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); + MatrixF mat = object->getNodeTransform(node); + + EulerF eul = mat.toEuler(); + if (radToDeg) + eul = EulerF(mRadToDeg(eul.x), mRadToDeg(eul.y), mRadToDeg(eul.z)); + + return eul; + } + + return EulerF(0, 0, 0); +} + +DefineEngineMethod(MeshComponent, getNodePosition, Point3F, + (S32 node), (-1), + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)") +{ + if (node != -1) + { + //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen + //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity + //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); + MatrixF mat = object->getNodeTransform(node); + + return mat.getPosition(); + } + + return Point3F(0, 0, 0); +} + +DefineEngineMethod(MeshComponent, getNodeByName, S32, + (String nodeName), , + "@brief Mount objB to this object at the desired slot with optional transform.\n\n" + + "@param objB Object to mount onto us\n" + "@param slot Mount slot ID\n" + "@param txfm (optional) mount offset transform\n" + "@return true if successful, false if failed (objB is not valid)") +{ + if (!nodeName.isEmpty()) + { + //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen + //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity + //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); + S32 node = object->getNodeByName(nodeName); + + return node; + } + + return -1; +} + +DefineEngineMethod(MeshComponent, changeMaterial, void, (U32 slot, const char* newMat), (0, ""), + "@brief Change one of the materials on the shape.\n\n") +{ + object->changeMaterial(slot, newMat); +} \ No newline at end of file diff --git a/Engine/source/T3D/components/Render/renderComponentInterface.h b/Engine/source/T3D/components/Render/renderComponentInterface.h new file mode 100644 index 000000000..67d9a2f8f --- /dev/null +++ b/Engine/source/T3D/components/Render/renderComponentInterface.h @@ -0,0 +1,62 @@ +//----------------------------------------------------------------------------- +// 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 RENDER_COMPONENT_INTERFACE_H +#define RENDER_COMPONENT_INTERFACE_H + +#ifndef _TSSHAPE_H_ +#include "ts/TSShape.h" +#endif +#ifndef _TSSHAPEINSTANCE_H_ +#include "ts/TSShapeInstance.h" +#endif +#ifndef CORE_INTERFACES_H +#include "T3D/Components/coreInterfaces.h" +#endif + +class RenderComponentInterface : public Interface < RenderComponentInterface > +{ +public: + virtual void prepRenderImage(SceneRenderState *state) = 0; + + virtual TSShape* getShape() = 0; + + Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeChanged; + + virtual TSShapeInstance* getShapeInstance() = 0; + + virtual MatrixF getNodeTransform(S32 nodeIdx) = 0; + + virtual Vector getNodeTransforms() = 0; + + virtual void setNodeTransforms(Vector transforms) = 0; + + Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeInstanceChanged; +}; + +class CastRayRenderedInterface// : public Interface +{ +public: + virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info)=0; +}; + +#endif \ No newline at end of file diff --git a/Engine/source/T3D/components/coreInterfaces.h b/Engine/source/T3D/components/coreInterfaces.h new file mode 100644 index 000000000..852628778 --- /dev/null +++ b/Engine/source/T3D/components/coreInterfaces.h @@ -0,0 +1,101 @@ +//----------------------------------------------------------------------------- +// 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 CORE_INTERFACES_H +#define CORE_INTERFACES_H + +#ifndef _SCENERENDERSTATE_H_ +#include "scene/sceneRenderState.h" +#endif + +template +class Interface +{ +public: + static Vector all; + + Interface() + { + all.push_back((T*)this); + } + virtual ~Interface() + { + for (U32 i = 0; i < all.size(); i++) + { + if (all[i] == (T*)this) + { + all.erase(i); + return; + } + } + } +}; +template Vector Interface::all(0); + +//Basically a file for generic interfaces that many behaviors may make use of +class SetTransformInterface// : public Interface +{ +public: + virtual void setTransform( MatrixF transform ); + virtual void setTransform( Point3F pos, EulerF rot ); +}; + +class UpdateInterface : public Interface +{ +public: + virtual void processTick(){} + virtual void interpolateTick(F32 dt){} + virtual void advanceTime(F32 dt){} +}; + +class BehaviorFieldInterface// : public Interface +{ +public: + virtual void onFieldChange(const char* fieldName, const char* newValue){}; +}; + +class CameraInterface// : public Interface +{ +public: + virtual bool getCameraTransform(F32* pos,MatrixF* mat)=0; + virtual void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query)=0; + virtual Frustum getFrustum()=0; + virtual F32 getCameraFov()=0; + virtual void setCameraFov(F32 fov)=0; + + virtual bool isValidCameraFov(F32 fov)=0; +}; + +class CastRayInterface// : public Interface +{ +public: + virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info)=0; +}; + +class EditorInspectInterface// : public Interface +{ +public: + virtual void onInspect()=0; + virtual void onEndInspect()=0; +}; + +#endif \ No newline at end of file diff --git a/Engine/source/console/consoleObject.h b/Engine/source/console/consoleObject.h index 8ecbb8031..749129ba1 100644 --- a/Engine/source/console/consoleObject.h +++ b/Engine/source/console/consoleObject.h @@ -473,6 +473,8 @@ public: enum FieldFlags { FIELD_HideInInspectors = BIT( 0 ), ///< Do not show the field in inspectors. + FIELD_ComponentInspectors = BIT(1), ///< Custom fields used by components. They are likely to be non-standard size/configuration, so + ///< They are handled specially }; struct Field