Torque3D/Engine/source/T3D/components/physics/playerControllerComponent.h

213 lines
6.6 KiB
C++

//-----------------------------------------------------------------------------
// 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*) > onContactSignal;
//
DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));
};
#endif // _COMPONENT_H_