//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #pragma once #ifndef SHAPE_COLLISION_COMPONENT_H #define SHAPE_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_COMPONENT_H #include "T3D/components/collision/collisionComponent.h" #endif #ifndef RENDER_COMPONENT_INTERFACE_H #include "T3D/components/render/renderComponentInterface.h" #endif class TSShapeInstance; class SceneRenderState; class ShapeCollisionComponent; class PhysicsBody; class PhysicsWorld; class ShapeCollisionComponent : public CollisionComponent { 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 }; protected: MeshType mCollisionType; MeshType mDecalType; MeshType mLOSType; Vector mCollisionDetails; Vector mLOSDetails; StringTableEntry colisionMeshPrefix; RenderComponentInterface* mOwnerRenderInterface; PhysicsComponent* mOwnerPhysicsComp; //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: ShapeCollisionComponent(); virtual ~ShapeCollisionComponent(); DECLARE_CONOBJECT(ShapeCollisionComponent); 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(); //Setup virtual void prepCollision(); //Updates virtual void processTick(); 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(); }; typedef ShapeCollisionComponent::MeshType CollisionMeshMeshType; DefineEnumType(CollisionMeshMeshType); #endif // COLLISION_COMPONENT_H