mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 05:34:46 +00:00
184 lines
5.3 KiB
C++
184 lines
5.3 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 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_
|