mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects. Based on @rextimmy 's work.
318 lines
9.8 KiB
C++
318 lines
9.8 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 _VEHICLE_H_
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#define _VEHICLE_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 _RIGID_H_
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#include "T3D/rigid.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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class ParticleEmitter;
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class ParticleEmitterData;
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class ClippedPolyList;
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struct RenderInst;
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class Vehicle;
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//----------------------------------------------------------------------------
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struct VehicleData: public ShapeBaseData
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{
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typedef ShapeBaseData Parent;
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struct Body {
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enum Sounds {
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SoftImpactSound,
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HardImpactSound,
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MaxSounds,
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};
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SFXProfile* sound[MaxSounds];
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F32 restitution;
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F32 friction;
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} body;
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enum VehicleConsts
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{
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VC_NUM_DUST_EMITTERS = 1,
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VC_NUM_DAMAGE_EMITTER_AREAS = 2,
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VC_NUM_DAMAGE_LEVELS = 2,
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VC_NUM_BUBBLE_EMITTERS = 1,
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VC_NUM_DAMAGE_EMITTERS = VC_NUM_DAMAGE_LEVELS + VC_NUM_BUBBLE_EMITTERS,
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VC_NUM_SPLASH_EMITTERS = 2,
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VC_BUBBLE_EMITTER = VC_NUM_DAMAGE_EMITTERS - VC_NUM_BUBBLE_EMITTERS,
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};
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enum Sounds {
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ExitWater,
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ImpactSoft,
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ImpactMedium,
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ImpactHard,
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Wake,
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MaxSounds
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};
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SFXProfile* waterSound[MaxSounds];
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F32 exitSplashSoundVel;
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F32 softSplashSoundVel;
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F32 medSplashSoundVel;
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F32 hardSplashSoundVel;
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F32 minImpactSpeed;
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F32 softImpactSpeed;
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F32 hardImpactSpeed;
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F32 minRollSpeed;
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F32 maxSteeringAngle;
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F32 collDamageThresholdVel;
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F32 collDamageMultiplier;
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bool cameraRoll; ///< Roll the 3rd party camera
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F32 cameraLag; ///< Amount of camera lag (lag += car velocity * lag)
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F32 cameraDecay; ///< Rate at which camera returns to target pos.
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F32 cameraOffset; ///< Vertical offset
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F32 minDrag;
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F32 maxDrag;
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S32 integration; ///< # of physics steps per tick
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F32 collisionTol; ///< Collision distance tolerance
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F32 contactTol; ///< Contact velocity tolerance
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Point3F massCenter; ///< Center of mass for rigid body
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Point3F massBox; ///< Size of inertial box
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F32 jetForce;
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F32 jetEnergyDrain; ///< Energy drain/tick
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F32 minJetEnergy;
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F32 steeringReturn;
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F32 steeringReturnSpeedScale;
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bool powerSteering;
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ParticleEmitterData * dustEmitter;
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S32 dustID;
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F32 triggerDustHeight; ///< height vehicle has to be under to kick up dust
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F32 dustHeight; ///< dust height above ground
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ParticleEmitterData * damageEmitterList[ VC_NUM_DAMAGE_EMITTERS ];
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Point3F damageEmitterOffset[ VC_NUM_DAMAGE_EMITTER_AREAS ];
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S32 damageEmitterIDList[ VC_NUM_DAMAGE_EMITTERS ];
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F32 damageLevelTolerance[ VC_NUM_DAMAGE_LEVELS ];
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F32 numDmgEmitterAreas;
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ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS];
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S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS];
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F32 splashFreqMod;
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F32 splashVelEpsilon;
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bool enablePhysicsRep;
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//
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VehicleData();
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bool preload(bool server, String &errorStr);
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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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DECLARE_CONOBJECT(VehicleData);
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DECLARE_CALLBACK( void, onEnterLiquid, ( Vehicle* obj, F32 coverage, const char* type ) );
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DECLARE_CALLBACK( void, onLeaveLiquid, ( Vehicle* obj, const char* type ) );
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};
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//----------------------------------------------------------------------------
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class PhysicsBody;
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class Vehicle: public ShapeBase
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{
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typedef ShapeBase Parent;
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protected:
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enum CollisionFaceFlags {
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BodyCollision = 0x1,
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WheelCollision = 0x2,
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};
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enum MaskBits {
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PositionMask = Parent::NextFreeMask << 0,
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EnergyMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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struct StateDelta {
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Move move; ///< Last move from server
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F32 dt; ///< Last interpolation time
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// Interpolation data
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Point3F pos;
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Point3F posVec;
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QuatF rot[2];
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// Warp data
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S32 warpTicks; ///< Number of ticks to warp
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S32 warpCount; ///< Current pos in warp
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Point3F warpOffset;
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QuatF warpRot[2];
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//
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Point3F cameraOffset;
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Point3F cameraVec;
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Point3F cameraRot;
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Point3F cameraRotVec;
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};
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PhysicsBody *mPhysicsRep;
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StateDelta mDelta;
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S32 mPredictionCount; ///< Number of ticks to predict
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VehicleData* mDataBlock;
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bool inLiquid;
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SFXSource* mWakeSound;
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Point3F mCameraOffset; ///< 3rd person camera
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// Control
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Point2F mSteering;
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F32 mThrottle;
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bool mJetting;
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// Rigid Body
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bool mDisableMove;
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GFXStateBlockRef mSolidSB;
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Box3F mWorkingQueryBox;
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S32 mWorkingQueryBoxCountDown;
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CollisionList mCollisionList;
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CollisionList mContacts;
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Rigid mRigid;
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ShapeBaseConvex mConvex;
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S32 restCount;
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SimObjectPtr<ParticleEmitter> mDustEmitterList[VehicleData::VC_NUM_DUST_EMITTERS];
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SimObjectPtr<ParticleEmitter> mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
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SimObjectPtr<ParticleEmitter> mSplashEmitterList[VehicleData::VC_NUM_SPLASH_EMITTERS];
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//
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virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void updatePos(F32 dt);
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bool updateCollision(F32 dt);
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bool resolveCollision(Rigid& ns,CollisionList& cList);
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bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
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bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
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bool findContacts(Rigid& ns,CollisionList& cList);
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void checkTriggers();
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static void findCallback(SceneObject* obj,void * key);
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void setPosition(const Point3F& pos,const QuatF& rot);
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void setRenderPosition(const Point3F& pos,const QuatF& rot);
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void setTransform(const MatrixF& mat);
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// virtual bool collideBody(const MatrixF& mat,Collision* info) = 0;
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virtual void updateMove(const Move* move);
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virtual void updateForces(F32 dt);
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void writePacketData(GameConnection * conn, BitStream *stream);
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void readPacketData (GameConnection * conn, BitStream *stream);
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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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void updateLiftoffDust( F32 dt );
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void updateDamageSmoke( F32 dt );
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void updateWorkingCollisionSet(const U32 mask);
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virtual U32 getCollisionMask();
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void updateFroth( F32 dt );
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bool collidingWithWater( Point3F &waterHeight );
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/// ObjectRenderInst delegate hooked up in prepBatchRender
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/// if GameBase::gShowBoundingBox is true.
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void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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/// ObjectRenderInst delegate hooked up in prepBatchRender
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/// if GameBase::gShowBoundingBox is true.
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void _renderMuzzleVector( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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public:
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// Test code...
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static ClippedPolyList* sPolyList;
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static S32 sVehicleCount;
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//
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Vehicle();
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static void consoleInit();
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static void initPersistFields();
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void processTick(const Move *move);
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bool onAdd();
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void onRemove();
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void _createPhysics();
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/// Interpolates between move ticks @see processTick
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/// @param dt Change in time between the last call and this call to the function
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void interpolateTick(F32 dt);
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void advanceTime(F32 dt);
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/// Disables collisions for this vehicle and all mounted objects
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void disableCollision();
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/// Enables collisions for this vehicle and all mounted objects
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void enableCollision();
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/// Returns the velocity of the vehicle
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Point3F getVelocity() const;
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void setEnergyLevel(F32 energy);
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void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
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///@name Rigid body methods
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///@{
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/// This method will get the velocity of the object, taking into account
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/// angular velocity.
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/// @param r Point on the object you want the velocity of, relative to Center of Mass
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/// @param vel Velocity (out)
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void getVelocity(const Point3F& r, Point3F* vel);
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/// Applies an impulse force
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/// @param r Point on the object to apply impulse to, r is relative to Center of Mass
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/// @param impulse Impulse vector to apply.
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void applyImpulse(const Point3F &r, const Point3F &impulse);
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void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
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void getCameraTransform(F32* pos, MatrixF* mat);
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///@}
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/// @name Mounted objects
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/// @{
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virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity );
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/// @}
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DECLARE_CONOBJECT(Vehicle);
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};
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#endif
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