//----------------------------------------------------------------------------- // 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 _VEHICLE_H_ #define _VEHICLE_H_ #ifndef _SHAPEBASE_H_ #include "T3D/shapeBase.h" #endif #ifndef _RIGID_H_ #include "T3D/rigid.h" #endif #ifndef _BOXCONVEX_H_ #include "collision/boxConvex.h" #endif class ParticleEmitter; class ParticleEmitterData; class ClippedPolyList; struct RenderInst; class Vehicle; //---------------------------------------------------------------------------- struct VehicleData: public ShapeBaseData { typedef ShapeBaseData Parent; struct Body { enum Sounds { SoftImpactSound, HardImpactSound, MaxSounds, }; SFXProfile* sound[MaxSounds]; F32 restitution; F32 friction; } body; enum VehicleConsts { VC_NUM_DUST_EMITTERS = 1, VC_NUM_DAMAGE_EMITTER_AREAS = 2, VC_NUM_DAMAGE_LEVELS = 2, VC_NUM_BUBBLE_EMITTERS = 1, VC_NUM_DAMAGE_EMITTERS = VC_NUM_DAMAGE_LEVELS + VC_NUM_BUBBLE_EMITTERS, VC_NUM_SPLASH_EMITTERS = 2, VC_BUBBLE_EMITTER = VC_NUM_DAMAGE_EMITTERS - VC_NUM_BUBBLE_EMITTERS, }; enum Sounds { ExitWater, ImpactSoft, ImpactMedium, ImpactHard, Wake, MaxSounds }; SFXProfile* waterSound[MaxSounds]; F32 exitSplashSoundVel; F32 softSplashSoundVel; F32 medSplashSoundVel; F32 hardSplashSoundVel; F32 minImpactSpeed; F32 softImpactSpeed; F32 hardImpactSpeed; F32 minRollSpeed; F32 maxSteeringAngle; F32 collDamageThresholdVel; F32 collDamageMultiplier; bool cameraRoll; ///< Roll the 3rd party camera F32 cameraLag; ///< Amount of camera lag (lag += car velocity * lag) F32 cameraDecay; ///< Rate at which camera returns to target pos. F32 cameraOffset; ///< Vertical offset F32 minDrag; F32 maxDrag; S32 integration; ///< # of physics steps per tick F32 collisionTol; ///< Collision distance tolerance F32 contactTol; ///< Contact velocity tolerance Point3F massCenter; ///< Center of mass for rigid body Point3F massBox; ///< Size of inertial box F32 jetForce; F32 jetEnergyDrain; ///< Energy drain/tick F32 minJetEnergy; F32 steeringReturn; F32 steeringReturnSpeedScale; bool powerSteering; ParticleEmitterData * dustEmitter; S32 dustID; F32 triggerDustHeight; ///< height vehicle has to be under to kick up dust F32 dustHeight; ///< dust height above ground ParticleEmitterData * damageEmitterList[ VC_NUM_DAMAGE_EMITTERS ]; Point3F damageEmitterOffset[ VC_NUM_DAMAGE_EMITTER_AREAS ]; S32 damageEmitterIDList[ VC_NUM_DAMAGE_EMITTERS ]; F32 damageLevelTolerance[ VC_NUM_DAMAGE_LEVELS ]; F32 numDmgEmitterAreas; ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS]; S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS]; F32 splashFreqMod; F32 splashVelEpsilon; bool enablePhysicsRep; // VehicleData(); bool preload(bool server, String &errorStr); static void initPersistFields(); virtual void packData(BitStream* stream); virtual void unpackData(BitStream* stream); DECLARE_CONOBJECT(VehicleData); DECLARE_CALLBACK( void, onEnterLiquid, ( Vehicle* obj, F32 coverage, const char* type ) ); DECLARE_CALLBACK( void, onLeaveLiquid, ( Vehicle* obj, const char* type ) ); }; //---------------------------------------------------------------------------- class PhysicsBody; class Vehicle: public ShapeBase { typedef ShapeBase Parent; protected: enum CollisionFaceFlags { BodyCollision = 0x1, WheelCollision = 0x2, }; enum MaskBits { PositionMask = Parent::NextFreeMask << 0, EnergyMask = 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]; // Point3F cameraOffset; Point3F cameraVec; Point3F cameraRot; Point3F cameraRotVec; }; PhysicsBody *mPhysicsRep; StateDelta mDelta; S32 mPredictionCount; ///< Number of ticks to predict VehicleData* mDataBlock; bool inLiquid; SFXSource* mWakeSound; Point3F mCameraOffset; ///< 3rd person camera // Control Point2F mSteering; F32 mThrottle; bool mJetting; // Rigid Body bool mDisableMove; GFXStateBlockRef mSolidSB; Box3F mWorkingQueryBox; S32 mWorkingQueryBoxCountDown; CollisionList mCollisionList; CollisionList mContacts; Rigid mRigid; ShapeBaseConvex mConvex; S32 restCount; SimObjectPtr mDustEmitterList[VehicleData::VC_NUM_DUST_EMITTERS]; SimObjectPtr mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS]; SimObjectPtr mSplashEmitterList[VehicleData::VC_NUM_SPLASH_EMITTERS]; // virtual bool onNewDataBlock( GameBaseData *dptr, bool reload ); void updatePos(F32 dt); bool updateCollision(F32 dt); bool resolveCollision(Rigid& ns,CollisionList& cList); bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt); bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt); bool findContacts(Rigid& ns,CollisionList& cList); void checkTriggers(); static void findCallback(SceneObject* obj,void * key); void setPosition(const Point3F& pos,const QuatF& rot); void setRenderPosition(const Point3F& pos,const QuatF& rot); void setTransform(const MatrixF& mat); // virtual bool collideBody(const MatrixF& mat,Collision* info) = 0; virtual void updateMove(const Move* move); virtual void updateForces(F32 dt); void writePacketData(GameConnection * conn, BitStream *stream); void readPacketData (GameConnection * conn, BitStream *stream); U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream); void unpackUpdate(NetConnection *conn, BitStream *stream); void updateLiftoffDust( F32 dt ); void updateDamageSmoke( F32 dt ); void updateWorkingCollisionSet(const U32 mask); virtual U32 getCollisionMask(); void updateFroth( F32 dt ); bool collidingWithWater( Point3F &waterHeight ); /// ObjectRenderInst delegate hooked up in prepBatchRender /// if GameBase::gShowBoundingBox is true. void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); /// ObjectRenderInst delegate hooked up in prepBatchRender /// if GameBase::gShowBoundingBox is true. void _renderMuzzleVector( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); public: // Test code... static ClippedPolyList* sPolyList; static S32 sVehicleCount; // Vehicle(); static void consoleInit(); static void initPersistFields(); void processTick(const Move *move); bool onAdd(); void onRemove(); void _createPhysics(); /// Interpolates between move ticks @see processTick /// @param dt Change in time between the last call and this call to the function void interpolateTick(F32 dt); void advanceTime(F32 dt); /// Disables collisions for this vehicle and all mounted objects void disableCollision(); /// Enables collisions for this vehicle and all mounted objects void enableCollision(); /// Returns the velocity of the vehicle Point3F getVelocity() const; void setEnergyLevel(F32 energy); void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex ); ///@name Rigid body methods ///@{ /// This method will get the velocity of the object, taking into account /// angular velocity. /// @param r Point on the object you want the velocity of, relative to Center of Mass /// @param vel Velocity (out) void getVelocity(const Point3F& r, Point3F* vel); /// Applies an impulse force /// @param r Point on the object to apply impulse to, r is relative to Center of Mass /// @param impulse Impulse vector to apply. void applyImpulse(const Point3F &r, const Point3F &impulse); void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot); void getCameraTransform(F32* pos, MatrixF* mat); ///@} /// @name Mounted objects /// @{ virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity ); /// @} DECLARE_CONOBJECT(Vehicle); }; #endif