Torque3D/Engine/modules/Verve/VActor/VActorPhysicsController.h
2019-03-07 16:23:41 -06:00

160 lines
5.9 KiB
C++

//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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 _VT_VACTORPHYSICSCONTROLLER_H_
#define _VT_VACTORPHYSICSCONTROLLER_H_
#ifndef _VT_TYPES_H_
#include "Types/VTypes.h"
#endif
#ifndef _VT_VACTORSTATETABLE_H_
#include "VActorStateTable.h"
#endif
#ifndef _VT_VACTOR_H_
#include "VActor.h"
#endif
#ifndef _VT_VINTERPCONTROLLER_H_
#include "VInterpController.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
//-----------------------------------------------------------------------------
class VPath;
//-----------------------------------------------------------------------------
class VActorPhysicsController
{
protected:
SimObjectPtr<VActor> mObject;
SimObjectPtr<VPath> mMountedPath;
VActorStateTable mPhysicsStateTable;
VInterpController mInterpController;
U32 mPhysicsState;
U32 mControlState;
U32 mMoveState;
OrthoBoxConvex mConvex;
VectorF mGravity;
VectorF mVelocity;
bool mOnGround;
SimObjectPtr<SceneObject> mGroundObject;
VectorF mGroundNormal;
public:
VActorPhysicsController( void );
virtual ~VActorPhysicsController( void );
// Initialisation Methods.
bool initPhysicsController( VActor *pObject );
bool initPhysicsTable( void );
// Accessor Methods.
bool isValidObject( void );
VActor *getObject( void );
VActorData *getObjectDataBlock( void );
void clearObject( void );
virtual const U32 getControlState( void );
virtual void clearControlState( const U32 &pControlState );
virtual void setControlState( const U32 &pControlState );
virtual const bool isMoving( void );
virtual const bool isMoving( const U32 &pMoveState );
virtual const U32 getMoveState( void );
virtual void clearMoveState( const U32 &pMoveState );
virtual void setMoveState( const U32 &pMoveState );
virtual const bool isPathing( void );
virtual VPath *getPathObject( void );
virtual const bool isInWater( void );
virtual WaterObject *getWaterObject( void );
virtual const bool isOnGround( void );
virtual const bool isInAir( void );
inline SceneObject *getGroundObject( void ) { return mGroundObject; };
inline const VectorF &getGroundNormal( void ) { return mGroundNormal; };
inline const U32 &getPhysicsState( void ) { return mPhysicsState; };
inline void setPhysicsState( const U32 &pState ) { mPhysicsState = pState; };
virtual MatrixF getTransform( void );
virtual void setTransform( const MatrixF &pTransform );
virtual Point3F getPosition( void );
virtual void setPosition( const Point3F &pPosition );
inline VectorF getGravity( void ) { return mGravity; };
inline void setGravity( VectorF &pGravity ) { mGravity = pGravity; };
virtual void applyGravity( const F32 &pElapsedTime );
virtual VectorF getVelocity( void );
virtual void setVelocity( const VectorF &pVelocity );
// Physics Methods.
void update( const F32 &pDelta, const Move *pMove );
virtual void preTickUpdate( const F32 &pDelta );
virtual void integrateTickUpdate( const F32 &pDelta, const Move *pMove );
virtual void postTickUpdate( const F32 &pDelta );
void interpolateTick( const F32 &pDelta );
void updateWorkingCollisionSet( void );
void updateMoveState( void );
void clearGroundStatus( void );
void updateGroundStatus( void );
bool findGroundContact( SceneObject *&pContactObject, Point3F &pContactPoint, VectorF &pContactNormal );
void processCollisions( void );
bool findCollision( Collision *&pCollision );
void solveCollision( Collision *pCollision );
// Updates Methods.
void onActorEvent( const VActor::eEventType &pEvent );
U32 packUpdate( NetConnection *pConnection, U32 pMask, BitStream *pStream );
void unpackUpdate( NetConnection *pConnection, BitStream *pStream );
};
#endif // _VT_VACTORANIMATIONCONTROLLER_H_