mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
160 lines
5.9 KiB
C++
160 lines
5.9 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _VT_VACTORPHYSICSCONTROLLER_H_
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#define _VT_VACTORPHYSICSCONTROLLER_H_
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#ifndef _VT_TYPES_H_
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#include "Types/VTypes.h"
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#endif
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#ifndef _VT_VACTORSTATETABLE_H_
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#include "VActorStateTable.h"
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#endif
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#ifndef _VT_VACTOR_H_
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#include "VActor.h"
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#endif
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#ifndef _VT_VINTERPCONTROLLER_H_
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#include "VInterpController.h"
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#endif
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#ifndef _BOXCONVEX_H_
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#include "collision/boxConvex.h"
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#endif
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//-----------------------------------------------------------------------------
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class VPath;
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//-----------------------------------------------------------------------------
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class VActorPhysicsController
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{
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protected:
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SimObjectPtr<VActor> mObject;
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SimObjectPtr<VPath> mMountedPath;
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VActorStateTable mPhysicsStateTable;
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VInterpController mInterpController;
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U32 mPhysicsState;
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U32 mControlState;
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U32 mMoveState;
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OrthoBoxConvex mConvex;
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VectorF mGravity;
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VectorF mVelocity;
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bool mOnGround;
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SimObjectPtr<SceneObject> mGroundObject;
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VectorF mGroundNormal;
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public:
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VActorPhysicsController( void );
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virtual ~VActorPhysicsController( void );
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// Initialisation Methods.
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bool initPhysicsController( VActor *pObject );
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bool initPhysicsTable( void );
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// Accessor Methods.
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bool isValidObject( void );
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VActor *getObject( void );
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VActorData *getObjectDataBlock( void );
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void clearObject( void );
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virtual const U32 getControlState( void );
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virtual void clearControlState( const U32 &pControlState );
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virtual void setControlState( const U32 &pControlState );
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virtual const bool isMoving( void );
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virtual const bool isMoving( const U32 &pMoveState );
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virtual const U32 getMoveState( void );
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virtual void clearMoveState( const U32 &pMoveState );
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virtual void setMoveState( const U32 &pMoveState );
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virtual const bool isPathing( void );
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virtual VPath *getPathObject( void );
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virtual const bool isInWater( void );
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virtual WaterObject *getWaterObject( void );
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virtual const bool isOnGround( void );
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virtual const bool isInAir( void );
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inline SceneObject *getGroundObject( void ) { return mGroundObject; };
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inline const VectorF &getGroundNormal( void ) { return mGroundNormal; };
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inline const U32 &getPhysicsState( void ) { return mPhysicsState; };
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inline void setPhysicsState( const U32 &pState ) { mPhysicsState = pState; };
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virtual MatrixF getTransform( void );
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virtual void setTransform( const MatrixF &pTransform );
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virtual Point3F getPosition( void );
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virtual void setPosition( const Point3F &pPosition );
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inline VectorF getGravity( void ) { return mGravity; };
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inline void setGravity( VectorF &pGravity ) { mGravity = pGravity; };
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virtual void applyGravity( const F32 &pElapsedTime );
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virtual VectorF getVelocity( void );
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virtual void setVelocity( const VectorF &pVelocity );
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// Physics Methods.
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void update( const F32 &pDelta, const Move *pMove );
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virtual void preTickUpdate( const F32 &pDelta );
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virtual void integrateTickUpdate( const F32 &pDelta, const Move *pMove );
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virtual void postTickUpdate( const F32 &pDelta );
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void interpolateTick( const F32 &pDelta );
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void updateWorkingCollisionSet( void );
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void updateMoveState( void );
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void clearGroundStatus( void );
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void updateGroundStatus( void );
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bool findGroundContact( SceneObject *&pContactObject, Point3F &pContactPoint, VectorF &pContactNormal );
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void processCollisions( void );
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bool findCollision( Collision *&pCollision );
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void solveCollision( Collision *pCollision );
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// Updates Methods.
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void onActorEvent( const VActor::eEventType &pEvent );
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U32 packUpdate( NetConnection *pConnection, U32 pMask, BitStream *pStream );
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void unpackUpdate( NetConnection *pConnection, BitStream *pStream );
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};
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#endif // _VT_VACTORANIMATIONCONTROLLER_H_
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