mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
195 lines
5.3 KiB
C++
195 lines
5.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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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 _ITEM_H_
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#define _ITEM_H_
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#ifndef _SHAPEBASE_H_
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#include "T3D/shapeBase.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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#ifndef _DYNAMIC_CONSOLETYPES_H_
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#include "console/dynamicTypes.h"
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#endif
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class PhysicsBody;
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//----------------------------------------------------------------------------
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struct ItemData: public ShapeBaseData {
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typedef ShapeBaseData Parent;
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F32 friction;
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F32 elasticity;
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bool sticky;
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F32 gravityMod;
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F32 maxVelocity;
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bool lightOnlyStatic;
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S32 lightType;
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LinearColorF lightColor;
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S32 lightTime;
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F32 lightRadius;
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bool simpleServerCollision;
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ItemData();
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DECLARE_CONOBJECT(ItemData);
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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};
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//----------------------------------------------------------------------------
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class Item: public ShapeBase
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{
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protected:
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typedef ShapeBase Parent;
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enum MaskBits {
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HiddenMask = Parent::NextFreeMask,
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ThrowSrcMask = Parent::NextFreeMask << 1,
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PositionMask = Parent::NextFreeMask << 2,
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RotationMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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// Client interpolation data
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struct StateDelta {
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Point3F pos;
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VectorF posVec;
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S32 warpTicks;
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Point3F warpOffset;
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F32 dt;
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};
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StateDelta delta;
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// Static attributes
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ItemData* mDataBlock;
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static F32 mGravity;
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bool mStatic;
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bool mRotate;
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//
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VectorF mVelocity;
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bool mAtRest;
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S32 mAtRestCounter;
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static const S32 csmAtRestTimer;
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bool mInLiquid;
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ShapeBase* mCollisionObject;
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U32 mCollisionTimeout;
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PhysicsBody *mPhysicsRep;
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bool mSubclassItemHandlesScene; ///< A subclass of Item will handle all of the adding to the scene
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protected:
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DECLARE_CALLBACK( void, onStickyCollision, ( const char* objID ));
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DECLARE_CALLBACK( void, onEnterLiquid, ( const char* objID, F32 waterCoverage, const char* liquidType ));
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DECLARE_CALLBACK( void, onLeaveLiquid, ( const char* objID, const char* liquidType ));
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public:
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void registerLights(LightManager * lightManager, bool lightingScene);
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enum LightType
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{
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NoLight = 0,
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ConstantLight,
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PulsingLight,
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NumLightTypes,
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};
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private:
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S32 mDropTime;
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LightInfo* mLight;
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public:
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Point3F mStickyCollisionPos;
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Point3F mStickyCollisionNormal;
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//
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private:
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OrthoBoxConvex mConvex;
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Box3F mWorkingQueryBox;
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void updateVelocity(const F32 dt);
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void updatePos(const U32 mask, const F32 dt);
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void updateWorkingCollisionSet(const U32 mask, const F32 dt);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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void buildConvex(const Box3F& box, Convex* convex);
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void onDeleteNotify(SimObject*);
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static bool _setStatic(void *object, const char *index, const char *data);
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static bool _setRotate(void *object, const char *index, const char *data);
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protected:
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void _updatePhysics();
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void prepRenderImage(SceneRenderState *state);
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void advanceTime(F32 dt);
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public:
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DECLARE_CONOBJECT(Item);
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Item();
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~Item();
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static void initPersistFields();
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static void consoleInit();
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bool onAdd();
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void onRemove();
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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bool isStatic() { return mStatic; }
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bool isAtRest() { return mAtRest; }
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bool isRotating() { return mRotate; }
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Point3F getVelocity() const;
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void setVelocity(const VectorF& vel);
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void applyImpulse(const Point3F& pos,const VectorF& vec);
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void setCollisionTimeout(ShapeBase* obj);
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ShapeBase* getCollisionObject() { return mCollisionObject; };
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void processTick(const Move *move);
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void interpolateTick(F32 delta);
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virtual void setTransform(const MatrixF &mat);
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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};
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typedef Item::LightType ItemLightType;
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DefineEnumType( ItemLightType );
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#endif
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