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

136 lines
3.8 KiB
C++

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PHYSICSBEHAVIOR_H_
#define _PHYSICSBEHAVIOR_H_
#include "T3D/components/component.h"
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _ENTITY_H_
#include "T3D/entity.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#ifndef _RIGID_H_
#include "T3D/rigid.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
#ifndef _RENDER_COMPONENT_INTERFACE_H_
#include "T3D/components/render/renderComponentInterface.h"
#endif
class TSShapeInstance;
class SceneRenderState;
class PhysicsBody;
class PhysicsBehaviorInstance;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class PhysicsComponent : public Component
{
typedef Component Parent;
protected:
bool mStatic;
bool mAtRest;
S32 mAtRestCounter;
VectorF mGravity;
VectorF mVelocity;
F32 mDrag;
F32 mMass;
F32 mGravityMod;
S32 csmAtRestTimer;
F32 sAtRestVelocity; // Min speed after collisio
public:
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
FreezeMask = Parent::NextFreeMask << 1,
ForceMoveMask = Parent::NextFreeMask << 2,
VelocityMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
struct StateDelta
{
Move move; ///< Last move from server
F32 dt; ///< Last interpolation time
// Interpolation data
Point3F pos;
Point3F posVec;
QuatF rot[2];
// Warp data
S32 warpTicks; ///< Number of ticks to warp
S32 warpCount; ///< Current pos in warp
Point3F warpOffset;
QuatF warpRot[2];
};
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
public:
PhysicsComponent();
virtual ~PhysicsComponent();
DECLARE_CONOBJECT(PhysicsComponent);
static void initPersistFields();
virtual void interpolateTick(F32 dt);
virtual void updatePos(const U32 /*mask*/, const F32 dt){}
virtual void _updatePhysics();
virtual PhysicsBody *getPhysicsRep();
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void onComponentAdd();
void updateContainer();
virtual void updateVelocity(const F32 dt);
virtual Point3F getVelocity() { return mVelocity; }
virtual void getOriginVector(const Point3F &p, Point3F* r);
virtual void getVelocity(const Point3F& r, Point3F* v);
virtual void setVelocity(const VectorF& vel);
virtual void setTransform(const MatrixF& mat);
virtual void setPosition(const Point3F& pos);
void setRenderPosition(const Point3F& pos, F32 dt);
virtual void applyImpulse(const Point3F&, const VectorF& vec);
virtual F32 getZeroImpulse(const Point3F& r, const Point3F& normal);
virtual void accumulateForce(F32 dt, Point3F force);
//Rigid Body Collision Conveinence Hooks
virtual bool updateCollision(F32 dt, Rigid& ns, CollisionList &cList) { return false; }
virtual bool resolveContacts(Rigid& ns, CollisionList& cList, F32 dt) { return false; }
//virtual bool resolveCollision(Rigid& ns, CollisionList& cList) { return false; }
virtual bool resolveCollision(const Point3F& p, const Point3F &normal) { return false; }
};
#endif // _COMPONENT_H_