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

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_